… | |
… | |
177 | return false; |
177 | return false; |
178 | #endif |
178 | #endif |
179 | |
179 | |
180 | // very important, optimize? |
180 | // very important, optimize? |
181 | GLfloat z = length (ctx.p - centerf) + rad; |
181 | GLfloat z = length (ctx.p - centerf) + rad; |
182 | if (ctx.perspfact * extent / z < 10.) // very crude "too small to see" check |
182 | if (z < 0.F || ctx.perspfact * extent / z < 10.) // very crude "too small to see" check |
183 | return false; |
183 | return false; |
184 | |
184 | |
185 | #if 0 |
185 | #if 0 |
186 | if (vs.state == PARTIAL || vs.state == FULL) |
186 | if (vs.state == PARTIAL || vs.state == FULL) |
187 | ctx.nc_far = max (ctx.nc_far, z); |
187 | ctx.nc_far = max (ctx.nc_far, z); |