float radius_factor = reference-1.0f;
float sign = 1.0f-order*2.0f;
- bool use_frustum = setup_frustum(renderer);
for(SortedRenderable &r: sorted_cache)
{
- r.in_frustum = (!use_frustum || !frustum_cull(*r.renderable));
+ r.in_frustum = camera->is_in_frustum(*r.renderable);
if(!r.in_frustum)
continue;