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Removing unused call
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abab7ff724
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4 changed files with 0 additions and 15 deletions
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@ -5648,11 +5648,6 @@ void Application::copyDisplayViewFrustum(ViewFrustum& viewOut) const {
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viewOut = _displayViewFrustum;
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}
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void Application::copyShadowViewFrustum(ViewFrustum& viewOut) const {
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QMutexLocker viewLocker(&_viewMutex);
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viewOut = _shadowViewFrustum;
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}
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// WorldBox Render Data & rendering functions
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class WorldBoxRenderData {
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@ -175,7 +175,6 @@ public:
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// which might be different from the viewFrustum, i.e. shadowmap
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// passes, mirror window passes, etc
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void copyDisplayViewFrustum(ViewFrustum& viewOut) const;
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void copyShadowViewFrustum(ViewFrustum& viewOut) const override;
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const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; }
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QSharedPointer<EntityTreeRenderer> getEntities() const { return DependencyManager::get<EntityTreeRenderer>(); }
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QUndoStack* getUndoStack() { return &_undoStack; }
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@ -556,7 +555,6 @@ private:
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ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
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ViewFrustum _lastQueriedViewFrustum; /// last view frustum used to query octree servers (voxels)
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ViewFrustum _displayViewFrustum;
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ViewFrustum _shadowViewFrustum;
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quint64 _lastQueriedTime;
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OctreeQuery _octreeQuery; // NodeData derived class for querying octee cells from octree servers
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@ -31,9 +31,6 @@ public:
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/// copies the current view frustum for rendering the view state
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virtual void copyCurrentViewFrustum(ViewFrustum& viewOut) const = 0;
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/// copies the shadow view frustum for rendering the view state
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virtual void copyShadowViewFrustum(ViewFrustum& viewOut) const = 0;
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virtual QThread* getMainThread() = 0;
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virtual PickRay computePickRay(float x, float y) const = 0;
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@ -443,10 +443,6 @@ protected:
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viewOut = _viewFrustum;
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}
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void copyShadowViewFrustum(ViewFrustum& viewOut) const override {
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viewOut = _shadowViewFrustum;
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}
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QThread* getMainThread() override {
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return QThread::currentThread();
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}
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@ -1118,7 +1114,6 @@ private:
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RenderThread _renderThread;
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QWindowCamera _camera;
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ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
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ViewFrustum _shadowViewFrustum; // current state of view frustum, perspective, orientation, etc.
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model::SunSkyStage _sunSkyStage;
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model::LightPointer _globalLight { std::make_shared<model::Light>() };
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bool _ready { false };
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