float radius_factor = 1.0f-reference;
float sign = order*2.0f-1.0f;
- setup_frustum(renderer);
+ bool use_frustum = setup_frustum(renderer);
for(RenderableSet::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if(!frustum_cull(renderer, **i))
+ if(!use_frustum || !frustum_cull(**i))
{
float z = 0;
if(const Matrix *model_matrix = (*i)->get_matrix())