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Use CullVisitor traversal mask for light manager.
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@ -399,7 +399,7 @@ namespace SceneUtil
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return false;
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}
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if (!(cv->getCurrentCamera()->getCullMask() & mLightManager->getLightingMask()))
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if (!(cv->getTraversalMask() & mLightManager->getLightingMask()))
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return false;
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// Possible optimizations:
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