Optimize Debug Draw performance of splines to use frustum culling
This commit is contained in:
@@ -3,6 +3,7 @@
|
||||
#include "Spline.h"
|
||||
#include "Engine/Serialization/Serialization.h"
|
||||
#include "Engine/Animations/CurveSerialization.h"
|
||||
#include "Engine/Core/Math/BoundingFrustum.h"
|
||||
#include "Engine/Core/Math/Matrix.h"
|
||||
#include "Engine/Scripting/ManagedCLR/MCore.h"
|
||||
|
||||
@@ -520,7 +521,8 @@ namespace
|
||||
|
||||
void Spline::OnDebugDraw()
|
||||
{
|
||||
DrawSpline(this, GetSplineColor().AlphaMultiplied(0.7f), _transform, true);
|
||||
if (DebugDraw::GetViewFrustum().Intersects(_sphere))
|
||||
DrawSpline(this, GetSplineColor().AlphaMultiplied(0.7f), _transform, true);
|
||||
|
||||
// Base
|
||||
Actor::OnDebugDraw();
|
||||
|
||||
Reference in New Issue
Block a user