| Commit message (Collapse) | Author | Age |
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Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
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Fixes issue where directional light prevented pointlights from working
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Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel.
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Avoids potential performance error capture memory mapping a busy miptree BO
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For our own sanity :)
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