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@@ -235,7 +235,7 @@ void Scene::Render(Camera *targetCamera) {
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}
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}
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targetCamera->doCameraTransform();
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targetCamera->doCameraTransform();
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- targetCamera->buildFrustrumPlanes();
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+ targetCamera->buildFrustumPlanes();
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CoreServices::getInstance()->getRenderer()->enableFog(fogEnabled);
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CoreServices::getInstance()->getRenderer()->enableFog(fogEnabled);
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if(fogEnabled) {
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if(fogEnabled) {
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@@ -247,7 +247,7 @@ void Scene::Render(Camera *targetCamera) {
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for(int i=0; i<entities.size();i++) {
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for(int i=0; i<entities.size();i++) {
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if(entities[i]->getBBoxRadius() > 0) {
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if(entities[i]->getBBoxRadius() > 0) {
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- if(targetCamera->isSphereInFrustrum((entities[i]->getPosition()), entities[i]->getBBoxRadius()))
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+ if(targetCamera->isSphereInFrustum((entities[i]->getPosition()), entities[i]->getBBoxRadius()))
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entities[i]->transformAndRender();
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entities[i]->transformAndRender();
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} else {
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} else {
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entities[i]->transformAndRender();
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entities[i]->transformAndRender();
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@@ -272,14 +272,14 @@ void Scene::RenderDepthOnly(Camera *targetCamera) {
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*/
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*/
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targetCamera->rebuildTransformMatrix();
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targetCamera->rebuildTransformMatrix();
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targetCamera->doCameraTransform();
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targetCamera->doCameraTransform();
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- targetCamera->buildFrustrumPlanes();
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+ targetCamera->buildFrustumPlanes();
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CoreServices::getInstance()->getRenderer()->setTexture(NULL);
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CoreServices::getInstance()->getRenderer()->setTexture(NULL);
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CoreServices::getInstance()->getRenderer()->enableShaders(false);
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CoreServices::getInstance()->getRenderer()->enableShaders(false);
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for(int i=0; i<entities.size();i++) {
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for(int i=0; i<entities.size();i++) {
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if(entities[i]->castShadows) {
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if(entities[i]->castShadows) {
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if(entities[i]->getBBoxRadius() > 0) {
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if(entities[i]->getBBoxRadius() > 0) {
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- if(targetCamera->isSphereInFrustrum((entities[i]->getPosition()), entities[i]->getBBoxRadius()))
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+ if(targetCamera->isSphereInFrustum((entities[i]->getPosition()), entities[i]->getBBoxRadius()))
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entities[i]->transformAndRender();
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entities[i]->transformAndRender();
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} else {
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} else {
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entities[i]->transformAndRender();
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entities[i]->transformAndRender();
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