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Separate bind set for material textures in the light passes to avoid allocation problems #676
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14 changed files with 150 additions and 107 deletions
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@ -2234,6 +2234,9 @@ idRenderSystemLocal::BeginLevelLoad
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*/
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void idRenderSystemLocal::BeginLevelLoad()
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{
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// clear binding sets for previous level images and light data #676
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backend.ClearCaches();
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globalImages->BeginLevelLoad();
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renderModelManager->BeginLevelLoad();
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