From 261ed1f4e5119f0d30d855393149143d32df8c45 Mon Sep 17 00:00:00 2001 From: scrawl Date: Fri, 29 May 2015 20:31:26 +0200 Subject: [PATCH] Revert "Enable culling for particle emitters & programs" This reverts commit 8b206e0aeda6feee2470a61aa363a79dbe3ba25f. --- components/nifosg/nifloader.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/components/nifosg/nifloader.cpp b/components/nifosg/nifloader.cpp index 5fdf964c4..219f6e194 100644 --- a/components/nifosg/nifloader.cpp +++ b/components/nifosg/nifloader.cpp @@ -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 = 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 updater = new osgParticle::ParticleSystemUpdater; - updater->setCullingActive(true); updater->addParticleSystem(partsys); parentNode->addChild(updater);