diff --git a/cs/engine/layers/xrRender/DetailManager.cpp b/cs/engine/layers/xrRender/DetailManager.cpp index 40bcfb8cc..c878f8ff3 100644 --- a/cs/engine/layers/xrRender/DetailManager.cpp +++ b/cs/engine/layers/xrRender/DetailManager.cpp @@ -256,7 +256,10 @@ void CDetailManager::UpdateVisibleM() Fvector EYE = Device.vCameraPosition; CFrustum View; - View.CreateFromMatrix (Device.mFullTransform, FRUSTUM_P_LRTB + FRUSTUM_P_FAR); + //View.CreateFromMatrix (Device.mFullTransform, FRUSTUM_P_LRTB + FRUSTUM_P_FAR); + /* KD: there is some bug: frustrum created from full transform matrix seems to be broken in some frames, + * so we should use saved frustrum from render interface */ + View = RImplementation.ViewBase; float fade_limit = dm_fade; fade_limit=fade_limit*fade_limit; float fade_start = 1.f; fade_start=fade_start*fade_start;