FrustumOctree has its own system, won't cull away explosion effects.

This commit is contained in:
William Moberg
2016-02-10 10:53:25 +01:00
parent ecfacee587
commit d65ce805a5
4 changed files with 50 additions and 3 deletions
+2 -1
View File
@@ -1,5 +1,6 @@
#include "Game.h"
#include "Collision/FillOctreeSystem.h"
#include "Collision/FillFrustumOctreeSystem.h"
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
@@ -101,7 +102,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling, "Model");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);