Added Queues for the models with shield and shielded components.
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@@ -16,7 +16,7 @@ LightCullingPass::~LightCullingPass()
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void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
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{
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if (scene.PointLightJobs.size() == 0)
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if (scene.Jobs.PointLight.size() == 0)
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return;
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GLERROR("CalculateFrustum Error: Pre");
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@@ -83,7 +83,7 @@ void LightCullingPass::FillLightList(RenderScene& scene)
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{
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m_LightSources.clear();
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for(auto &job : scene.PointLightJobs) {
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for(auto &job : scene.Jobs.PointLight) {
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auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
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if (pointLightjob) {
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LightSource p;
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@@ -97,7 +97,7 @@ void LightCullingPass::FillLightList(RenderScene& scene)
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m_LightSources.push_back(p);
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}
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}
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for(auto &job : scene.DirectionalLightJobs) {
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for(auto &job : scene.Jobs.DirectionalLight) {
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auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
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if(directionalLightJob) {
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LightSource p;
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