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Only use 2048^2 shadow maps for cascaded shadow mapping
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1 changed files with 2 additions and 2 deletions
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@ -330,8 +330,8 @@ static void R_AddSingleLight( viewLight_t* vLight )
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lod = numLods - 1;
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}
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// never give ultra quality for point lights
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if( lod == 0 && light->parms.pointLight && !light->parms.parallel )
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// 2048^2 ultra quality is only for cascaded shadow mapping with sun lights
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if( lod == 0 && !light->parms.parallel )
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{
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lod = 1;
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}
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