/// <summary>
        /// Spocita viditelnost objektu. Na zaklade vypocte se objekt bude nebo nebude renderovat
        /// </summary>
        /// <remarks>Metoda je zavisla na spravne vypocitanych vzdalenostech od kamery!</remarks>
        public virtual bool ComputeVisibility(ISceneCamera camera)
        {
            if (camera == null)
            {
                visible = true;
                return(true);
            }

            ClipVolume cv = camera.GetClipVolume();

            Plane[] p = new Plane[] { cv.pNear, cv.pFar, cv.pLeft, cv.pRight, cv.pTop, cv.pBottom };

            Matrix boundingWorld = boundingMeshWorld[0];

            float   radius   = GetSphereRadius() * scale;
            Vector3 position = new Vector3();

            position.TransformCoordinate(boundingWorld);

            if (mesh == null)
            {
                for (int t = 0; t < p.Length; t++)
                {
                    float dot = p[t].Dot(GetPosition()) + radius;
                    if (dot < 0)
                    {
                        visible = false;
                        return(false);
                    }
                }

                visible = true;
                return(true);
            }

            if (distance <= radius)
            {
                visible = true;
                return(visible);
            }

            for (int k = 0; k < p.Length; k++)
            {
                float dot = p[k].Dot(position);

                if (dot + radius < 0)
                {
                    visible = false;
                    return(visible);
                }
            }

            visible = true;
            return(visible);
        }
            public bool ComputeVisibility(ISceneCamera camera)
            {
                if (camera == null)
                {
                    this.visible = true;
                    return(true);
                }

                ClipVolume cv = camera.GetClipVolume();

                Plane[] p = new Plane[] { cv.pNear, cv.pFar, cv.pLeft, cv.pRight, cv.pTop, cv.pBottom };

                for (int k = 0; k < p.Length; k++)
                {
                    if (p[k].Dot(this.boundingSphereCenter) + this.radius < 0)
                    {
                        this.visible = false;
                        return(this.visible);
                    }
                }

                this.visible = true;
                return(this.visible);
            }