Dynamically created objects don't have their bounding sphere filled
in, so they got culled when the center of the object was outside the
frustum.
{
const Matrix *rmatrix = renderable.get_matrix();
const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
- if(!rmatrix || !bsphere)
+ if(!rmatrix || !bsphere || bsphere->is_empty())
return true;
Vector4 center = *rmatrix*compose(bsphere->get_center(), 1.0f);