diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index ef98271701..6a7ea2ad55 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -922,19 +922,15 @@ int VoxelSystem::newTreeToArrays(VoxelTreeElement* voxel) { } } - // for either voxels that should not render, or those that should render and are in view - // update their geometry in the array.if the voxel "should render" but is not in view, then - // it actually doesn't need to be rendered - if (!shouldRender || voxel->isInView(*_viewFrustum)) { - if (_writeRenderFullVBO) { - const bool DONT_REUSE_INDEX = false; - const bool FORCE_REDRAW = true; - voxelsUpdated += updateNodeInArrays(voxel, DONT_REUSE_INDEX, FORCE_REDRAW); - } else { - const bool REUSE_INDEX = true; - const bool DONT_FORCE_REDRAW = false; - voxelsUpdated += updateNodeInArrays(voxel, REUSE_INDEX, DONT_FORCE_REDRAW); - } + // update their geometry in the array. depending on our over all mode (fullVBO or not) we will reuse or not reuse the index + if (_writeRenderFullVBO) { + const bool DONT_REUSE_INDEX = false; + const bool FORCE_REDRAW = true; + voxelsUpdated += updateNodeInArrays(voxel, DONT_REUSE_INDEX, FORCE_REDRAW); + } else { + const bool REUSE_INDEX = true; + const bool DONT_FORCE_REDRAW = false; + voxelsUpdated += updateNodeInArrays(voxel, REUSE_INDEX, DONT_FORCE_REDRAW); } voxel->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.