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The performance impact isn't so big anymore since the last commit.
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1d198a5592
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@ -274,16 +274,6 @@ namespace SceneUtil
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if (lights.size())
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{
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static std::map<osg::Node*, osg::ref_ptr<osg::StateSet> > statesets;
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std::map<osg::Node*, osg::ref_ptr<osg::StateSet> >::iterator found = statesets.find(node);
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osg::ref_ptr<osg::StateSet> stateset;
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if (found != statesets.end())
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{
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stateset = found->second;
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}
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else{
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// we do the intersections in view space
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osg::BoundingSphere nodeBound = node->getBound();
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osg::Matrixf mat = *cv->getModelViewMatrix();
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@ -299,7 +289,6 @@ namespace SceneUtil
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if (lightList.empty())
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{
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statesets[node] = NULL;
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traverse(node, nv);
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return;
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}
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@ -316,16 +305,12 @@ namespace SceneUtil
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lightList.pop_back();
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}
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stateset = mLightManager->getLightListStateSet(lightList);
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statesets[node] = stateset;
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}
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osg::StateSet* stateset = mLightManager->getLightListStateSet(lightList);
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if (stateset)
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cv->pushStateSet(stateset);
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traverse(node, nv);
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if (stateset)
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cv->popStateSet();
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}
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else
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