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Fix issue where the camera frustum cropping wouldn't consider where casters might cast shadows, just where they actually were.
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@ -1039,6 +1039,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
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osg::Matrixd cornerConverter = osg::Matrixd::inverse(projectionMatrix) * osg::Matrixd::inverse(viewMatrix) * *cv.getModelViewMatrix();
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osg::Matrixd cornerConverter = osg::Matrixd::inverse(projectionMatrix) * osg::Matrixd::inverse(viewMatrix) * *cv.getModelViewMatrix();
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double minZ = DBL_MAX;
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double minZ = DBL_MAX;
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double maxZ = -DBL_MAX;
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double maxZ = -DBL_MAX;
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clsb._bb._max[2] = 1.0;
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for (unsigned int i = 0; i < 8; i++)
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for (unsigned int i = 0; i < 8; i++)
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{
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{
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osg::Vec3 corner = clsb._bb.corner(i);
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osg::Vec3 corner = clsb._bb.corner(i);
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