void UpdateQuadTree()
{
Debug.Log("Different objs count: " + differentObjects.Count);
foreach (ObjectInfo oi in differentObjects)
{
List<QuadTreeItem> result = GetQuadTreeItemFor(new Vector3(oi.position.x, 1.0f, oi.position.z), oi.scale, 2);
result.AddRange(GetQuadTreeItemFor(new Vector3(oi.oldPosition.x, 1.0f, oi.oldPosition.z), oi.scale, 2));
foreach (QuadTreeItem qti in result)
{
qti.GameObjects.Clear();
DisposeOldQuadTree(qti.insideGameObject, true);
Init (qti.insideGameObject, qti.Depth);
qtisToRegenerate.Add (qti);
}
}
}