workaround for culling bugs
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c343dece60
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@ -188,6 +188,21 @@ class Actor(PandaObject, NodePath):
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# copy the anim dictionary from other
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self.__copyAnimControls(other)
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# For now, all Actors will by default set their top bounding
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# volume to be the "final" bounding volume: the bounding
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# volumes below the top volume will not be tested. If a cull
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# test passes the top bounding volume, the whole Actor is
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# rendered.
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# We do this partly because an Actor is likely to be a fairly
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# small object relative to the scene, and is pretty much going
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# to be all onscreen or all offscreen anyway; and partly
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# because of the Character bug that doesn't update the
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# bounding volume for pieces that animate away from their
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# original position. It's disturbing to see someone's hands
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# disappear; better to cull the whole object or none of it.
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self.__geomNode.arc().setFinal(1)
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def delete(self):
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try:
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@ -450,6 +450,7 @@ class ShowBase:
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self.oobeButtonEventsType = TypeRegistry.ptr().findType('ButtonEvents_ButtonEventDataTransition')
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self.oobeVis = loader.loadModelOnce('models/misc/camera')
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self.oobeVis.arc().setFinal(1)
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self.oobeCullFrustum = None
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# Make sure the MouseValve is monitoring the Control key.
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