visual_3d_node_cull  490 src/compositor/mpeg4_grouping.c 	        && !visual_3d_node_cull(tr_state, &group->bbox, 0)) {
visual_3d_node_cull   61 src/compositor/mpeg4_lighting.c 		*visible = visual_3d_node_cull(tr_state, &b, GF_FALSE);
visual_3d_node_cull  111 src/compositor/mpeg4_lighting.c 		*visible = visual_3d_node_cull(tr_state, &b, GF_FALSE);
visual_3d_node_cull 1373 src/compositor/mpeg4_sensors.c 		visible = visual_3d_node_cull(tr_state, &bbox, 0);
visual_3d_node_cull 1357 src/compositor/visual_manager_3d.c 		if (!visual_3d_node_cull(tr_state, &mesh->bounds, 0)) {
visual_3d_node_cull 1485 src/compositor/visual_manager_3d.c 	if (!visual_3d_node_cull(tr_state, &st->mesh->bounds, 1)) {
visual_3d_node_cull   49 src/compositor/visual_manager_3d.h Bool visual_3d_node_cull(GF_TraverseState *tr_state, GF_BBox *bbox, Bool skip_near);