forked from bartvdbraak/blender
315609ec0c
This is mostly the same fix as before, but now code depending on culling checks is executed after KX_Scene->CalculateVisibleMeshes(). As a side-effect, LoD checks and animation culling now use the current frame's culling information rather than the previous frame's. |
||
---|---|---|
.. | ||
blender | ||
blenderplayer | ||
creator | ||
gameengine | ||
icons | ||
CMakeLists.txt | ||
SConscript |