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@ -42,6 +42,7 @@
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#include "nel/3d/u_material.h"
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_cloud_scape.h"
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#include "nel/3d/stereo_ovr.h"
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// game share
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#include "game_share/brick_types.h"
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#include "game_share/light_cycle.h"
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@ -136,6 +137,7 @@
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#include "nel/3d/driver_user.h"
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#ifdef USE_WATER_ENV_MAP
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#include "water_env_map_rdr.h"
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#endif
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@ -452,6 +454,8 @@ void validateDialogs(const CGameContextMenu &gcm);
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void buildCameraClippingPyramid (vector<CPlane> &planes)
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{
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if (StereoDisplay) StereoDisplay->getClippingFrustum(0, &MainCam);
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// Compute pyramid in view basis.
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CVector pfoc(0,0,0);
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const CFrustum &frustum = MainCam.getFrustum();
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@ -1006,7 +1010,7 @@ static void renderCanopyPart(UScene::TRenderPart renderPart)
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{
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// Update Camera Position/Rotation.
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camRoot.setPos(View.currentViewPos());
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camRoot.setRotQuat(View.currentView());
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camRoot.setRotQuat(View.currentViewQuat());
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}
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// Render the root scene
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SceneRoot->renderPart(renderPart);
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@ -1859,9 +1863,9 @@ bool mainLoop()
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// Update Camera Position/Orientation.
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CVector currViewPos = View.currentViewPos();
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MainCam.setPos(currViewPos);;
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MainCam.setRotQuat(View.currentView());
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MainCam.setPos(currViewPos);
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MainCam.setRotQuat(View.currentViewQuat());
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if (StereoDisplay) StereoDisplay->updateCamera(0, &MainCam);
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// see if camera is below water (useful for sort order)
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if (ContinentMngr.cur())
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