Inverse updateAbsolutePosition and Visibility test in scenemanager
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@ -405,9 +405,9 @@ parseSceneManager(core::list<scene::ISceneNode*> List, std::vector<scene::IScene
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{
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{
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if (LODNode *node = dynamic_cast<LODNode *>(*I))
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if (LODNode *node = dynamic_cast<LODNode *>(*I))
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node->updateVisibility();
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node->updateVisibility();
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(*I)->updateAbsolutePosition();
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if (!(*I)->isVisible())
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if (!(*I)->isVisible())
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continue;
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continue;
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(*I)->updateAbsolutePosition();
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if (ParticleSystemProxy *node = dynamic_cast<ParticleSystemProxy *>(*I))
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if (ParticleSystemProxy *node = dynamic_cast<ParticleSystemProxy *>(*I))
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{
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{
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