//-----------------------------------------------------------------------------
void SceneManagerPortals::extractVisibleActors(ActorCollection& list, const Camera* camera)
{
  if (cullingEnabled())
  {
    Sector* start = computeStartingSector(camera);
    if (!start)
      extractActors(list);
    else
    {
      ++mVisitTick;
      mTempActors.clear();
      mFrustumStack.clear();

      mFrustumStack.push_back(camera->frustum());
      start->executeCallbacks(camera,this,NULL);
      visitSector(NULL, start, camera->modelingMatrix().getT(), camera);

      // remove duplicates
      std::sort(mTempActors.begin(), mTempActors.end());
      std::vector< ref<Actor> >::iterator new_end = std::unique(mTempActors.begin(), mTempActors.end());
      for(std::vector< ref<Actor> >::iterator it = mTempActors.begin(); it != new_end; ++it)
        list.push_back(it->get());
    }
  }
  else
    extractActors(list);
}
//-----------------------------------------------------------------------------
void SceneManagerPortals::extractVisibleActors(ActorCollection& list, const Camera* camera)
{
  if (cullingEnabled())
  {
    Sector* start = computeStartingSector(camera);
    if (!start)
      extractActors(list);
    else
    {
      ++mVisitTick;
      mTempActors.clear();
      mFrustumStack.clear();

      mFrustumStack.push_back(camera->frustum());
      start->executeCallbacks(camera,this,NULL);
      visitSector(NULL, start, camera->modelingMatrix().getT(), camera);

      // insert portal actors
      if (showPortals())
      {
        for(std::map<Portal*, ref<Actor> >::const_iterator it = mPortalActorMap.begin(); it != mPortalActorMap.end(); ++it)
          mTempActors.push_back(it->second);
      }

      // mic fixme: isn't quicker to use sets instead of sort()+unique()?
      // avoid reporting duplicates
      std::sort(mTempActors.begin(), mTempActors.end());
      std::vector< ref<Actor> >::iterator new_end = std::unique(mTempActors.begin(), mTempActors.end());
      for(std::vector< ref<Actor> >::iterator it = mTempActors.begin(); it != new_end; ++it)
        list.push_back(it->get());
    }
  }
  else
    extractActors(list);
}