diff --git a/jme3-core/src/main/java/com/jme3/scene/BatchNode.java b/jme3-core/src/main/java/com/jme3/scene/BatchNode.java index ef94f5631..8cfed4244 100644 --- a/jme3-core/src/main/java/com/jme3/scene/BatchNode.java +++ b/jme3-core/src/main/java/com/jme3/scene/BatchNode.java @@ -121,7 +121,6 @@ public class BatchNode extends GeometryGroupNode implements Savable { @Override public void updateGeometricState() { - super.updateGeometricState(); if (!children.isEmpty()) { for (Batch batch : batches.getArray()) { if (batch.needMeshUpdate) { @@ -131,49 +130,8 @@ public class BatchNode extends GeometryGroupNode implements Savable { } } } + super.updateGeometricState(); } -// -// @Override -// public void updateGeometricState() { -// if ((refreshFlags & RF_LIGHTLIST) != 0) { -// updateWorldLightList(); -// } -// -// if ((refreshFlags & RF_TRANSFORM) != 0) { -// // combine with parent transforms- same for all spatial -// // subclasses. -// updateWorldTransforms(); -// } -// -// refreshFlags &= ~RF_CHILD_LIGHTLIST; -// if (!children.isEmpty()) { -// // the important part- make sure child geometric state is refreshed -// // first before updating own world bound. This saves -// // a round-trip later on. -// // NOTE 9/19/09 -// // Although it does save a round trip, -// -// for (Spatial child : children.getArray()) { -// child.updateGeometricState(); -// } -// -// for (Batch batch : batches.getArray()) { -// if (batch.needMeshUpdate) { -// batch.geometry.updateModelBound(); -// batch.geometry.updateWorldBound(); -// batch.needMeshUpdate = false; -// -// } -// } -// -// } -// -// if ((refreshFlags & RF_BOUND) != 0) { -// updateWorldBound(); -// } -// -// assert refreshFlags == 0; -// } protected Matrix4f getTransformMatrix(Geometry g){ return g.cachedWorldMat; @@ -226,7 +184,6 @@ public class BatchNode extends GeometryGroupNode implements Savable { batch.geometry.setIgnoreTransform(true); batch.geometry.setUserData(UserData.JME_PHYSICSIGNORE, true); } - updateGeometricState(); } protected void doBatch() {