Use a (commented out) faster culling algorithm
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@ -156,6 +156,11 @@ bool isCulled(const scene::ICameraSceneNode *cam, const scene::ISceneNode *node)
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if (!node->getAutomaticCulling())
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if (!node->getAutomaticCulling())
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return false;
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return false;
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// Faster albeit less precise alternative
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/* core::aabbox3d<f32> tbox = node->getBoundingBox();
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node->getAbsoluteTransformation().transformBoxEx(tbox);
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return !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox()));*/
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scene::SViewFrustum frust = *cam->getViewFrustum();
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scene::SViewFrustum frust = *cam->getViewFrustum();
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//transform the frustum to the node's current absolute transformation
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//transform the frustum to the node's current absolute transformation
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