It's really called once per pass, so name it accordingly.
public:
virtual ~Culler() { }
- virtual void setup_frame(const Renderer &) { };
+ virtual void setup_pass(const Renderer &) { };
virtual bool cull(const Renderer &, const Renderable &) const = 0;
};
namespace Msp {
namespace GL {
-void FrustumCuller::setup_frame(const Renderer &renderer)
+void FrustumCuller::setup_pass(const Renderer &renderer)
{
const Camera *camera = renderer.get_camera();
if(!camera)
Vector3 edges[4];
public:
- virtual void setup_frame(const Renderer &);
+ virtual void setup_pass(const Renderer &);
virtual bool cull(const Renderer &, const Renderable &) const;
};
void Scene::setup_cullers(const Renderer &renderer) const
{
for(list<Culler *>::const_iterator i=cullers.begin(); i!=cullers.end(); ++i)
- (*i)->setup_frame(renderer);
+ (*i)->setup_pass(renderer);
}
bool Scene::cull(const Renderer &renderer, const Renderable &renderable) const