//! Traverses through BVH tree to determine which structures are in view volume.
void UpdateCulling (const Standard_Integer theViewId,
const OpenGl_BVHTreeSelector& theSelector,
- const Standard_Boolean theToTraverse);
+ const Graphic3d_RenderingParams::FrustumCulling theFrustumCullingState);
//! Returns TRUE if layer is empty or has been discarded entirely by culling test.
bool IsCulled() const { return myNbStructuresNotCulled == 0; }