Graphics/ForwardFramePipeline: Fix light frustum culling
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@@ -376,7 +376,7 @@ namespace Nz
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const BoundingVolumef& boundingVolume = lightData.light->GetBoundingVolume();
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// TODO: Use more precise tests for point lights (frustum/sphere is cheap)
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if (renderMask & lightData.renderMask && frustum.Contains(boundingVolume))
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if (renderMask & lightData.renderMask && frustum.Intersect(boundingVolume) != IntersectionSide::Outside)
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{
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m_visibleLights.push_back(lightIndex);
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