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looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
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5 changed files with 7 additions and 8 deletions
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@ -316,11 +316,10 @@ void LightShadowMap::render(RenderPassManager* renderPass,
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}
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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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