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@@ -12830,6 +12830,8 @@ var BABYLON;
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var node = group.trackedNode;
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var worldMtx = node.getWorldMatrix();
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var proj = BABYLON.Vector3.Project(Canvas2D_1._v, worldMtx, Canvas2D_1._m, v);
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+ // Set the visibility state accordingly, if the position is outside the frustum (well on the Z planes only...) set the group to hidden
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+ group.levelVisible = proj.z >= 0 && proj.z < 1.0;
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var s = this.scale;
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group.x = Math.round(proj.x / s);
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group.y = Math.round((rh - proj.y) / s);
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