From ee84b63167fc18d67fdac151361a46e3128f4585 Mon Sep 17 00:00:00 2001 From: Lynix Date: Thu, 15 Sep 2016 14:24:17 +0200 Subject: [PATCH] Sdk/RenderSystem: Fix particle rendering Former-commit-id: 83afd7c58ff548cf3e6b95bde5b9a830ac84793a [formerly d6bd407e4c1015a18382ea1349d806bbedf79b8f] [formerly 813d6e2cd37073ddfd58ff0ed27075ff67a1984e [formerly f642d01a25de045e3c0eab90d17aa0702081f908]] Former-commit-id: 4b1c3498a2854a071862e96c7b319dec65de8dd7 [formerly e0182a37c5f31fb4cca78ffb0826f3c6fa45ee18] Former-commit-id: b084ab46f4d8f8cc8fc0b59c7e89a93676e73538 --- SDK/src/NDK/Systems/RenderSystem.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/SDK/src/NDK/Systems/RenderSystem.cpp b/SDK/src/NDK/Systems/RenderSystem.cpp index 20fe2ad4b..7b83ca1af 100644 --- a/SDK/src/NDK/Systems/RenderSystem.cpp +++ b/SDK/src/NDK/Systems/RenderSystem.cpp @@ -183,7 +183,8 @@ namespace Ndk graphicsComponent.EnsureBoundingVolumeUpdate(); } - bool forceInvalidation = false; + bool forceInvalidation = !m_particleGroups.empty(); //< Always regenerate renderqueue if particle groups are present for now (FIXME) + std::size_t visibilityHash = m_drawableCulling.Cull(camComponent.GetFrustum(), &forceInvalidation); if (camComponent.UpdateVisibility(visibilityHash) || m_forceRenderQueueInvalidation || forceInvalidation)