Do not use matrix inversion for culling

This commit is contained in:
vlj 2014-09-24 00:24:53 +02:00
parent 12c1183c86
commit dc6f989b13

View File

@ -172,16 +172,14 @@ bool isCulledPrecise(const scene::ICameraSceneNode *cam, const scene::ISceneNode
if (!node->getAutomaticCulling())
return false;
scene::SViewFrustum frust = *cam->getViewFrustum();
//transform the frustum to the node's current absolute transformation
core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
//invTrans.makeInverse();
frust.transform(invTrans);
const core::matrix4 &trans = node->getAbsoluteTransformation();
core::vector3df edges[8];
node->getBoundingBox().getEdges(edges);
for (unsigned i = 0; i < 8; i++)
trans.transformVect(edges[i]);
scene::SViewFrustum frust = *cam->getViewFrustum();
for (s32 i = 0; i < scene::SViewFrustum::VF_PLANE_COUNT; ++i)
if (isBoxInFrontOfPlane(frust.planes[i], edges))
return true;