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polymer: don't shadow-optimize light culling in cached sprites
Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens. git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -3505,7 +3505,7 @@ void polymer_updatesprite(int32_t snum)
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polymer_resetplanelights(&s->plane);
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polymer_resetplanelights(&s->plane);
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while ((curpriority < pr_maxlightpriority) && (!depth || mirrors[depth-1].plane))
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while (curpriority < pr_maxlightpriority)
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{
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{
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i = j = 0;
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i = j = 0;
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while (j < lightcount)
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while (j < lightcount)
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