From 212f4d35908a2aafc90573a3473c518864d465d9 Mon Sep 17 00:00:00 2001 From: "@clasher113" Date: Fri, 22 Nov 2024 17:13:15 +0200 Subject: [PATCH] sorted meshes: check for frustum --- src/graphics/render/ChunksRenderer.cpp | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/src/graphics/render/ChunksRenderer.cpp b/src/graphics/render/ChunksRenderer.cpp index 78ed45bf..9a72916c 100644 --- a/src/graphics/render/ChunksRenderer.cpp +++ b/src/graphics/render/ChunksRenderer.cpp @@ -251,14 +251,16 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) { continue; } - glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D); - glm::vec3 max( - chunk->x * CHUNK_W + CHUNK_W, - chunk->top, - chunk->z * CHUNK_D + CHUNK_D - ); + if (culling) { + glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D); + glm::vec3 max( + chunk->x * CHUNK_W + CHUNK_W, + chunk->top, + chunk->z * CHUNK_D + CHUNK_D + ); - if (!frustum.isBoxVisible(min, max)) continue; + if (!frustum.isBoxVisible(min, max)) continue; + } auto& chunkEntries = found->second.sortingMeshData.entries;