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@ -366,7 +366,7 @@ void CRTWorld::addNode (INode *pNode, vector< CMesh::CMeshBuild* > &Meshes, vec
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{
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for( uint32 i = 0; i < AllLights.size(); ++i )
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{
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if( isInteractionWithLight (AllLights[i], aabbox))
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if( isInteractionWithLight (AllLights[i], aabbox)) // FIXME: This is always true with sunlight!
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{
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bInteract = true;
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break;
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@ -382,7 +382,7 @@ void CRTWorld::addNode (INode *pNode, vector< CMesh::CMeshBuild* > &Meshes, vec
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{
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CMesh::CMeshBuild *pMB;
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CMeshBase::CMeshBaseBuild *pMBB;
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pMB = exportNel.createMeshBuild ( *pNode, tvTime, pMBB);
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pMB = exportNel.createMeshBuild ( *pNode, tvTime, pMBB); // FIXME: This is slow!
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if( pMBB->bCastShadows )
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{
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Meshes.push_back( pMB );
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