Pre-compute cell visibility in parallel
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				|  | @ -481,9 +481,14 @@ public class LightMapper | ||||||
|                         } |                         } | ||||||
|                     } |                     } | ||||||
|                 }); |                 }); | ||||||
|  |                  | ||||||
|  |                 var pvs = new PotentiallyVisibleSet(worldRep.Cells); | ||||||
|  |                 Parallel.ForEach(lightCellMap, i => | ||||||
|  |                 { | ||||||
|  |                     pvs.ComputeVisibility(i); | ||||||
|  |                 }); | ||||||
| 
 | 
 | ||||||
|                 var visibleCellMap = new List<int[]>(_lights.Count); |                 var visibleCellMap = new List<int[]>(_lights.Count); | ||||||
|                 var pvs = new PotentiallyVisibleSet(worldRep.Cells); |  | ||||||
|                 for (var i = 0; i < _lights.Count; i++) |                 for (var i = 0; i < _lights.Count; i++) | ||||||
|                 { |                 { | ||||||
|                     var cellIdx = lightCellMap[i]; |                     var cellIdx = lightCellMap[i]; | ||||||
|  |  | ||||||
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