Culling in ReflectedWater

Hey everyone,



I played around with jmetest.effects.water.TestProjectedWater and put in a galeone model (using similar code as in the jmetest.renderer.loader.TestColladaLoading). I then tried to have it culled when it's not in the camera frustrum, creating a subnode to reflectedNode and setting its cull mode to CULL_DYNAMIC. This does not seem to work though: mesh, triangle and vertex count stay the same, alternating between two numbers (it is 29 and 79 for meshes). I tried to add the ship directly to the reflectedNode and setting the reflectedNode cull mode to CULL_DYNAMIC. Now it culls the whole sea, rendering 29 meshes when not looking at the ship.



Here is my simpleInitGame, if you need the whole source code and the model, I will upload it aswell, but maybe you can already tell by this snippet what I am doing wrong:


   protected void simpleInitGame() {
      display.setTitle("Water Test");

      setupCamera();

      reflectedNode.attachChild(createSkyBox());
      reflectedNode.attachChild(modelNode);

      rootNode.attachChild(reflectedNode);
      modelNode.setCullMode(SceneElement.CULL_DYNAMIC);

      setupWater();

      RenderPass rootPass = new RenderPass();
      rootPass.add(rootNode);
      pManager.add(rootPass);

      RenderPass fpsPass = new RenderPass();
      fpsPass.add(fpsNode);
      pManager.add(fpsPass);

      rootNode.setCullMode(SceneElement.CULL_NEVER);

      rootNode.setRenderQueueMode(Renderer.QUEUE_OPAQUE);
      fpsNode.setRenderQueueMode(Renderer.QUEUE_OPAQUE);

      try {
         modelNode.attachChild(loadModel("Galeone4"));
      } catch (URISyntaxException e) {
         e.printStackTrace();
      }
   }



Why does the mesh count alternate when looking at the model? Does anybody see what I am doing wrong here?