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@@ -122,8 +122,6 @@ namespace bs
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Matrix4 worldTransform = so->getWorldTfrm();
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worldBounds.transformAffine(worldTransform);
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- // TODO - I could limit the frustum to the visible area we're rendering for a speed boost
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- // but this is unlikely to be a performance bottleneck
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const ConvexVolume& frustum = cam->getWorldFrustum();
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if (frustum.intersects(worldBounds.getSphere()))
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{
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@@ -307,7 +305,7 @@ namespace bs
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for (auto& renderable : renderables)
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{
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UINT32 typeIdx;
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- if (renderable.alpha)
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+ if (!renderable.alpha)
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typeIdx = 0;
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else
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typeIdx = 3;
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@@ -352,7 +350,7 @@ namespace bs
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for (auto& renderable : renderables)
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{
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UINT32 typeIdx;
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- if (renderable.alpha)
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+ if (!renderable.alpha)
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typeIdx = 0;
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else
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typeIdx = 3;
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