// Local helper inline void Surface_addLight(const MD5Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light) { if (light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld))) { lights.addLight(light); } }
// Local helper inline void Surface_addLight(const MD5Surface& surface, render::lib::VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light) { if (light.intersectsAABB( AABB::createFromOrientedAABB(surface.localAABB(), localToWorld) ) ) { lights.addLight(light); } }