float radius_factor = 1.0f-reference;
float sign = order*2.0f-1.0f;
- setup_cullers(renderer);
+ setup_frustum(renderer);
for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if(!cull(renderer, **i))
+ if(!frustum_cull(renderer, **i))
{
float z = 0;
if(const Matrix *model_matrix = (*i)->get_matrix())
{
if(const Geometry::BoundingSphere<float, 3> *bsphere = (*i)->get_bounding_sphere())
- z = (view_matrix**model_matrix*Vector4(bsphere->get_center(), 1.0f)).z+bsphere->get_radius()*radius_factor;
+ z = (view_matrix**model_matrix*compose(bsphere->get_center(), 1.0f)).z+bsphere->get_radius()*radius_factor;
else
z = (view_matrix**model_matrix*Vector4(0.0f, 0.0f, 0.0f, 1.0f)).z;
}