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opengl 3.3 renderer cascaded shadow maps, minor gfx renderer optimizations
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@@ -2010,6 +2010,12 @@ void TModel3d::Init()
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std::size_t dataoffset = 0;
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Root->create_geometry( dataoffset, m_geometrybank );
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}
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// determine final bounding radius from the root-level siblings
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auto const *root { Root };
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while( ( root = root->Next ) != nullptr ) {
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Root->m_boundingradius = std::max( Root->m_boundingradius, root->m_boundingradius );
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}
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if( ( Global.iConvertModels > 0 )
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&& ( false == asBinary.empty() ) ) {
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SaveToBinFile( asBinary );
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