Minor update - frustum rework
Complete overhaul of frustum culling
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@@ -70,6 +70,8 @@ public:
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ShaderType GetActiveShader() const { return m_activeShader; };
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void SetActiveShader(ShaderType activeShader) { m_activeShader = activeShader; };
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float GetBoundingRadius() const;
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public :
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bool m_demoSpinning = false;
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XMVECTOR m_previousPosition;
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@@ -91,4 +93,6 @@ private:
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std::string m_name;
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ShaderType m_activeShader = LIGHTING;
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float m_boundingRadius;
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};
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