* it works and seems fairly efficient (since branches can still
* be culled when they're out of the view frustum).
*/
-class DummyBSphereEntity : public ssgEntity
+class DummyBSphereEntity : public ssgBranch
{
public:
DummyBSphereEntity (float radius)
}
virtual ~DummyBSphereEntity () {}
virtual void recalcBSphere () { bsphere_is_invalid = false; }
- virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
- virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
- virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
- virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
};