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surpress nonrendered lights killoff method till we've time to revisit that
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@ -226,7 +226,7 @@ void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLigh
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{
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// Cull the lights using the frustum.
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getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
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/*
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for (U32 i = 0; i < activeLights.size(); ++i)
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{
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if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
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@ -235,7 +235,7 @@ void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLigh
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--i;
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}
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}
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*/
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// Store the culling position for sun placement
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// later... see setSpecialLight.
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mCullPos = frustum->getPosition();
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