Patch Update - Clean Render Pass - V10.2.3
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@@ -1691,12 +1691,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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return false;
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}
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XMVECTOR objposition = object->GetPosition();
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float x = XMVectorGetX(objposition);
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float y = XMVectorGetY(objposition);
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float z = XMVectorGetZ(objposition);
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float radius = object->GetBoundingRadius();
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// Check if the object has physics enabled
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if (object->IsPhysicsEnabled())
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{
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@@ -1709,13 +1703,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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continue;
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}
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// // V<>rifie si l'objet est dans le frustum
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// if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
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// {
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// object->SetVisible(false);
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// continue;
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// }
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// object->SetVisible(true); // L'objet est visible
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renderCount++;
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scaleMatrix = object->GetScaleMatrix();
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