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- fixed: The light uniform buffer may not be mapped with GL_MAP_INVALIDATE_BUFFER_BIT, because it needs to be mapped for each portal in a scene but it must preserve the existing data for the remaining translucent objects.
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@ -190,7 +190,7 @@ void FLightBuffer::Begin()
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if (!(gl.flags & RFL_BUFFER_STORAGE))
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{
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glBindBuffer(mBufferType, mBufferId);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT|GL_MAP_INVALIDATE_BUFFER_BIT);
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mBufferPointer = (float*)glMapBufferRange(mBufferType, 0, mByteSize, GL_MAP_WRITE_BIT);
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}
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}
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