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texture garbage collection, removed fixed binding with world camera in world render, cap on minimal volume held by reservoirs
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@@ -91,10 +91,17 @@ public:
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visible( bounding_area const &Area ) const;
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bool
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visible( TDynamicObject const *Dynamic ) const;
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inline
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glm::dvec3 const &
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position() const { return m_position; }
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inline
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glm::dvec3 &
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position() { return m_position; }
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private:
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// members:
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cFrustum m_frustum;
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glm::dvec3 m_position;
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};
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// bare-bones render controller, in lack of anything better yet
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