Optimize Debug Draw performance of splines to use frustum culling

This commit is contained in:
Wojtek Figat
2025-07-14 20:26:24 +02:00
parent 349547f66c
commit 8ed2d6da56
6 changed files with 40 additions and 8 deletions

View File

@@ -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();