Basic light culling but without the culling
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@@ -18,7 +18,7 @@ PrimitiveComponent::PrimitiveComponent(PMeshAsset asset)
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for (uint32 i = 0; i < assetMeshes.size(); i++)
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{
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auto& batch = staticMeshes[i];
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batch.material = assetMeshes[i]->referencedMaterial;
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batch.material = asset->referencedMaterials[i];
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batch.isBackfaceCullingDisabled = false;
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batch.isCastingShadow = true;
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batch.primitiveComponent = this;
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