float frustum_h = tan(camera->get_field_of_view()/2.0f)*2.0f;
// Perform frustum culling and render any major occluders
- bool use_frustum = setup_frustum(renderer);
for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->renderable); ++i)
{
- i->in_frustum = (!use_frustum || !frustum_cull(*i->renderable));
+ i->in_frustum = camera->is_in_frustum(*i->renderable);
if(!i->in_frustum)
continue;