Added a getBound() to the SceneView::app() to make sure the bounding volume is
updated well before the cull traversal which can be multithreaded.
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@ -168,6 +168,12 @@ void SceneView::app()
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}
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_sceneData->accept(*_appVisitor.get());
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// now force a recompute of the bounding volume while we are still in
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// the read/write app phase, this should prevent the need to recompute
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// the bounding volumes from within the cull traversal which may be
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// multi-threaded.
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_sceneData->getBound();
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}
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