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mMipCount was never being filled out. just use mPrefilterArray->getMipMapLevels() direct
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@ -749,7 +749,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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mProbeArrayEffect->setShaderConst("$numProbes", (S32)mProbeData.effectiveProbeCount);
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mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)mProbeData.skyLightIdx);
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mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
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mProbeArrayEffect->setShaderConst("$cubeMips", (float)mPrefilterArray->getMipMapLevels());
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//also set up some colors
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Vector<Point4F> contribColors;
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