Frustum culling now works correctly for all resolutions
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@@ -116,7 +116,7 @@ void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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return;
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}
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std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC));
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std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
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jobs.push_back(pointLightJob);
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}
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}
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