+bool Scene::setup_frustum(const Renderer &renderer) const
+{
+ const Camera *camera = renderer.get_camera();
+ if(!camera)
+ return false;
+
+ culling_matrix = renderer.get_matrix();
+
+ float y = tan(camera->get_field_of_view()/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
+ frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
+
+ float x = y*camera->get_aspect();
+ s = sqrt(x*x+1);
+ frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
+ frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
+
+ frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
+ frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
+
+ return true;
+}
+
+bool Scene::frustum_cull(const Renderable &renderable) const
+{
+ const Matrix *matrix = renderable.get_matrix();
+ const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
+ if(!matrix || !bsphere)
+ return false;
+
+ Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
+ float radius = bsphere->get_radius();
+
+ for(unsigned i=0; i<6; ++i)
+ if(inner_product(center, frustum_edges[i])>radius)
+ return true;
+
+ return false;
+}
+
+
+Scene::Loader::Loader(Scene &s, Collection &c):
+ DataFile::CollectionObjectLoader<Scene>(s, &c)