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Disable too agressive culling of renderabletrails for now (closes #2653)
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@@ -438,18 +438,18 @@ void RenderableTrail::render(const RenderData& data, RendererTasks&) {
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_primaryRenderInformation.first;
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// Culling
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const glm::dvec3 trailPosWorld = glm::dvec3(
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modelTransform * _primaryRenderInformation._localTransform *
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glm::dvec4(0.0, 0.0, 0.0, 1.0)
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);
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const double distance = glm::distance(trailPosWorld, data.camera.eyePositionVec3());
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//const glm::dvec3 trailPosWorld = glm::dvec3(
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// modelTransform * _primaryRenderInformation._localTransform *
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// glm::dvec4(0.0, 0.0, 0.0, 1.0)
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//);
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//const double distance = glm::distance(trailPosWorld, data.camera.eyePositionVec3());
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if (distance > boundingSphere() * DISTANCE_CULLING_RADII) {
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// Reset
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global::renderEngine->openglStateCache().resetBlendState();
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global::renderEngine->openglStateCache().resetDepthState();
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return;
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}
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//if (distance > boundingSphere() * DISTANCE_CULLING_RADII) {
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// // Reset
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// global::renderEngine->openglStateCache().resetBlendState();
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// global::renderEngine->openglStateCache().resetDepthState();
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// return;
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//}
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// Render the primary batch of vertices
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internalRender(
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