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This prevents shadows from flooding the OSD and killing performance.
git-svn-id: https://svn.eduke32.com/eduke32@1398 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -4506,7 +4506,7 @@ static void polymer_prepareshadows(void)
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{
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{
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prlights[i].flags.isinview = 0;
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prlights[i].flags.isinview = 0;
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prlights[i].rtindex = j + 1;
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prlights[i].rtindex = j + 1;
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if (pr_verbosity >= 1) OSD_Printf("PR : Drawing shadow %i...\n", i);
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing shadow %i...\n", i);
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bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, prrts[prlights[i].rtindex].fbo);
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bglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, prrts[prlights[i].rtindex].fbo);
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bglPushAttrib(GL_VIEWPORT_BIT);
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bglPushAttrib(GL_VIEWPORT_BIT);
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