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OpenGL2: Fix checking r_shadowCascadeZFar pointer instead of value
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1 changed files with 1 additions and 1 deletions
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@ -491,7 +491,7 @@ void RE_RenderScene( const refdef_t *fd ) {
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// playing with even more shadows
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if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
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{
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if (r_shadowCascadeZFar != 0)
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if (r_shadowCascadeZFar->integer != 0)
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{
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R_RenderSunShadowMaps(fd, 0);
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R_RenderSunShadowMaps(fd, 1);
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