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);