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COmmented the review questions in code
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@ -671,6 +671,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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// Setup the projection matrix
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if (args && args->_viewFrustum) {
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glm::mat4 proj;
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// If for easier debug depending on the pass
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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args->_viewFrustum->evalProjectionMatrix(proj);
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} else {
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@ -1724,6 +1725,8 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
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_transforms.push_back(Transform());
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}
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// We should be able to use the Frustum viewpoint onstead of the "viewTransform"
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// but it s still buggy in some cases, so let's s wait and fix it...
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_transforms[0] = _viewState->getViewTransform();
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_transforms[0].preTranslate(-_translation);
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@ -1748,6 +1751,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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if (args) {
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glm::mat4 proj;
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// If for easier debug depending on the pass
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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args->_viewFrustum->evalProjectionMatrix(proj);
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} else {
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