Fix culling
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d617e36f22
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@ -351,7 +351,7 @@ parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::IScene
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continue;
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(*I)->updateAbsolutePosition();
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const scene::ICameraSceneNode* cam = irr_driver->getSceneManager()->getActiveCamera();
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scene::ICameraSceneNode* cam = irr_driver->getSceneManager()->getActiveCamera();
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bool IsCulledForSolid = irr_driver->getSceneManager()->isCulled(*I);
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bool IsCulledForShadow[4];
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for (unsigned i = 0; i < 4; ++i)
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@ -363,6 +363,7 @@ parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::IScene
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irr_driver->getSceneManager()->setActiveCamera(RSM_cam);
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bool IsCulledForRSM = irr_driver->getSceneManager()->isCulled(*I);
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irr_driver->getSceneManager()->setActiveCamera(cam);
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if (IsCulledForSolid && IsCulledForShadow[0] && IsCulledForShadow[1] && IsCulledForShadow[2] && IsCulledForShadow[3])
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continue;
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