public virtual LightList FindLights( float radius )
{
// TEMP FIX
// If a scene node is static and lights have moved, light list won't change
// can't use a simple global boolean flag since this is only called for
// visible nodes, so temporarily visible nodes will not be updated
// Since this is only called for visible nodes, skip the check for now
//if(lightListDirty) {
if ( creator != null )
creator.PopulateLightList( this.DerivedPosition, radius, lightList );
else
lightList.Clear();
lightListDirty = false;
//}
return lightList;
}