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[vulkan] Allocate map spaces for dynamic lights
I'm actually surprised anything worked, though I guess it was just the one entry getting corrupted (and not 32, but I figured allocate slots for all of the dynamic lights just in case). Or none, really, since larger scenes (ie, those with multiple lights that fit in the same image size) would result in not all the maps getting used and thus one spare for dynamic lights.
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@ -1671,7 +1671,7 @@ build_shadow_maps (lightingctx_t *lctx, vulkan_ctx_t *ctx)
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int totalLayers = 0;
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int imageMap[numLights];
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int lightMap[numLights];
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mapdesc_t maps[numLights];
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mapdesc_t maps[numLights + dynlight_max];
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for (int i = 0; i < numLights; i++) {
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lightMap[i] = i;
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