… | |
… | |
137 | if (fd < -(ctx.c_far - ctx.z_far) -rad * 3.F) |
137 | if (fd < -(ctx.c_far - ctx.z_far) -rad * 3.F) |
138 | return false; |
138 | return false; |
139 | #endif |
139 | #endif |
140 | } |
140 | } |
141 | |
141 | |
142 | #if 0 |
142 | #if 1 |
143 | if (vs.state == OCCLUDED) |
143 | if (vs.state == OCCLUDED) |
144 | { |
144 | { |
145 | if (size ()) |
145 | if (size ()) |
146 | ctx.vislist.push_back (this); |
146 | ctx.vislist.push_back (this); |
147 | return false; |
147 | //return false; |
148 | } |
148 | } |
149 | #endif |
149 | #endif |
150 | |
150 | |
151 | GLfloat z = ctx.z_near + distance (ctx.frustum.n, centerf) + rad; |
151 | GLfloat z = ctx.z_near + distance (ctx.frustum.n, centerf) + rad; |
152 | if (ctx.perspfact * extent / z < 1.) // very crude "too small to see" check |
152 | if (ctx.perspfact * extent / z < 1.) // very crude "too small to see" check |