Sdk/RenderSystem: Fix particle rendering
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@ -183,7 +183,8 @@ namespace Ndk
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graphicsComponent.EnsureBoundingVolumeUpdate();
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graphicsComponent.EnsureBoundingVolumeUpdate();
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}
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}
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bool forceInvalidation = false;
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bool forceInvalidation = !m_particleGroups.empty(); //< Always regenerate renderqueue if particle groups are present for now (FIXME)
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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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if (camComponent.UpdateVisibility(visibilityHash) || m_forceRenderQueueInvalidation || forceInvalidation)
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if (camComponent.UpdateVisibility(visibilityHash) || m_forceRenderQueueInvalidation || forceInvalidation)
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