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- forgot this.
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@ -838,6 +838,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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angle_t a1 = FrustumAngle();
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clipper.SafeAddClipRangeRealAngles(viewangle + a1, viewangle - a1);
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GLWallLightEntryArena.FreeAll();
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ProcessScene(toscreen);
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if (mainview) EndDrawScene(retval); // do not call this for camera textures.
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eye->TearDown();
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