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worst case scenario fallback for if we can't track down why vector lighting seems determined to shift positions periodically based upon some influence by the dynamicrefreshfrequency rate
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@ -313,9 +313,11 @@ void LightShadowMap::render( RenderPassManager* renderPass,
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return;
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mStaticRefreshTimer->reset();
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/* TODO: find out why this is causing issue with translucent objects
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if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq()))
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return;
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mDynamicRefreshTimer->reset();
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*/
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mDebugTarget.setTexture( NULL );
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_render( renderPass, diffuseState );
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