- for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- if((*i)->cull(renderer, renderable))
+ const Matrix *matrix = renderable.get_matrix();
+ const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
+ const Camera *camera = renderer.get_camera();
+ if(!matrix || !bsphere || !camera)
+ return false;
+
+ Matrix mvm = camera->get_matrix()**matrix;
+ float n = camera->get_near_clip();
+ float f = camera->get_far_clip();
+
+ Vector3 center = mvm*bsphere->get_center();
+ float radius = bsphere->get_radius();
+
+ if(center.z-radius>-n || center.z+radius<-f)
+ return true;
+ for(unsigned i=0; i<4; ++i)
+ if(dot(center, frustum_edges[i])>radius)