From a8abc58b439b81828d42296bc7db6a5a8357fe1d Mon Sep 17 00:00:00 2001 From: Xottab_DUTY Date: Sun, 7 Apr 2019 18:21:55 +0500 Subject: [PATCH] Fix grass disappear in some frames --- cs/engine/layers/xrRender/DetailManager.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) 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;