Revert "Enable culling for particle emitters & programs"

This reverts commit 8b206e0aed.
c++11
scrawl 10 years ago
parent b75d993da4
commit 261ed1f4e5

@ -682,7 +682,6 @@ namespace NifOsg
attachTo->addChild(program);
program->setParticleSystem(partsys);
program->setReferenceFrame(rf);
program->setCullingActive(true);
for (; !affectors.empty(); affectors = affectors->extra)
{
if (affectors->recType == Nif::RC_NiParticleGrowFade)
@ -829,7 +828,6 @@ namespace NifOsg
osg::ref_ptr<Emitter> emitter = handleParticleEmitter(partctrl);
emitter->setParticleSystem(partsys);
emitter->setReferenceFrame(osgParticle::ParticleProcessor::RELATIVE_RF);
emitter->setCullingActive(true);
// Note: we assume that the Emitter node is placed *before* the Particle node in the scene graph.
// This seems to be true for all NIF files in the game that I've checked, suggesting that NIFs work similar to OSG with regards to update order.
@ -870,7 +868,6 @@ namespace NifOsg
// particle system updater (after the emitters and affectors in the scene graph)
// I think for correct culling needs to be *before* the ParticleSystem, though osg examples do it the other way
osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater = new osgParticle::ParticleSystemUpdater;
updater->setCullingActive(true);
updater->addParticleSystem(partsys);
parentNode->addChild(updater);

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