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only need to cull against 4 clipping planes
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@ -1322,20 +1322,6 @@ void CNew3D::CalcFrustumPlanes(Plane p[6], const float* matrix)
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p[3].c = matrix[11] - matrix[9];
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p[3].d = matrix[15] - matrix[13];
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p[3].Normalise();
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// Near Plane
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p[4].a = matrix[3] + matrix[2];
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p[4].b = matrix[7] + matrix[6];
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p[4].c = matrix[11] + matrix[10];
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p[4].d = matrix[15] + matrix[14];
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p[4].Normalise();
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// Far Plane
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p[5].a = matrix[3] - matrix[2];
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p[5].b = matrix[7] - matrix[6];
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p[5].c = matrix[11] - matrix[10];
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p[5].d = matrix[15] - matrix[14];
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p[5].Normalise();
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}
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void CNew3D::CalcBox(float distance, BBox& box)
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@ -1411,7 +1397,7 @@ void CNew3D::TransformBox(const float *m, BBox& box)
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}
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}
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Clip CNew3D::ClipBox(BBox& box, Plane planes[6])
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Clip CNew3D::ClipBox(BBox& box, Plane planes[4])
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{
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int count = 0;
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@ -1419,13 +1405,13 @@ Clip CNew3D::ClipBox(BBox& box, Plane planes[6])
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int temp = 0;
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for (int j = 0; j < 6; j++) {
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for (int j = 0; j < 4; j++) {
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if (planes[j].DistanceToPoint(box.points[i]) >= 0) {
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temp++;
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}
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}
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if (temp == 6) count++; // point is inside all 6 frustum planes
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if (temp == 4) count++; // point is inside all 4 frustum planes
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}
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if (count == 8) return Clip::INSIDE;
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@ -1434,7 +1420,7 @@ Clip CNew3D::ClipBox(BBox& box, Plane planes[6])
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//if we got here all points are outside of the view frustum
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//check for all points being side same of any plane, means box outside of view
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for (int i = 0; i < 6; i++) {
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for (int i = 0; i < 4; i++) {
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int temp = 0;
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@ -1445,7 +1431,9 @@ Clip CNew3D::ClipBox(BBox& box, Plane planes[6])
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}
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}
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if (temp == 0) return Clip::OUTSIDE;
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if (temp == 0) {
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return Clip::OUTSIDE;
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}
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}
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//if we got here, box is traversing view frustum
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@ -222,7 +222,7 @@ private:
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R3DShader m_r3dShader;
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R3DScrollFog m_r3dScrollFog;
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Plane m_planes[6];
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Plane m_planes[4];
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struct BBox
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{
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