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Ignore particle systems in getScreenBounds
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@ -1007,6 +1007,7 @@ namespace MWRender
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else
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{
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osg::ComputeBoundsVisitor computeBound;
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computeBound.setTraversalMask(~Mask_ParticleSystem);
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parent->accept(computeBound);
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// PositionAttitudeTransform seems to be slightly faster than MatrixTransform
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@ -484,6 +484,7 @@ namespace MWRender
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return osg::Vec4f();
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osg::ComputeBoundsVisitor computeBoundsVisitor;
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computeBoundsVisitor.setTraversalMask(~MWRender::Mask_ParticleSystem);
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ptr.getRefData().getBaseNode()->accept(computeBoundsVisitor);
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osg::Matrix viewProj = mViewer->getCamera()->getViewMatrix() * mViewer->getCamera()->getProjectionMatrix();
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