RenderSystem: Temporary fix for lights not changing positions
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@@ -206,7 +206,7 @@ namespace Ndk
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std::size_t visibilityHash = m_drawableCulling.Cull(camComponent.GetFrustum(), &forceInvalidation);
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std::size_t visibilityHash = m_drawableCulling.Cull(camComponent.GetFrustum(), &forceInvalidation);
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// Always regenerate renderqueue if particle groups are present for now (FIXME)
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// Always regenerate renderqueue if particle groups are present for now (FIXME)
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if (!m_particleGroups.empty())
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if (!m_lights.empty() || !m_particleGroups.empty())
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forceInvalidation = true;
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forceInvalidation = true;
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if (camComponent.UpdateVisibility(visibilityHash) || m_forceRenderQueueInvalidation || forceInvalidation)
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if (camComponent.UpdateVisibility(visibilityHash) || m_forceRenderQueueInvalidation || forceInvalidation)
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