Updated realtime occlusion culling algorithm to reduce the number of occlusion tests.
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40160
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@@ -300,9 +300,7 @@ void KRLight::renderShadowBuffers(KRCamera *pCamera)
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getContext().getShaderManager()->selectShader(shadowShader, m_shadowViewports[iShadow], KRMat4(), std::vector<KRLight *>(), KRNode::RENDER_PASS_SHADOWMAP);
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std::set<KRAABB> newVisibleBounds;
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getScene().render(pCamera, m_shadowViewports[iShadow].getVisibleBounds(), m_shadowViewports[iShadow], KRNode::RENDER_PASS_SHADOWMAP, newVisibleBounds);
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m_shadowViewports[iShadow].setVisibleBounds(newVisibleBounds);
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getScene().render(pCamera, m_shadowViewports[iShadow].getVisibleBounds(), m_shadowViewports[iShadow], KRNode::RENDER_PASS_SHADOWMAP);
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}
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}
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