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Fix shadow render target
Caused cut off shadows on Linux. Taken from Entropy : Zero.
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@ -1468,7 +1468,8 @@ void CClientShadowMgr::InitDepthTextureShadows()
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m_DummyColorTexture.InitRenderTargetSurface( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), IMAGE_FORMAT_BGR565, true );
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m_DummyColorTexture.InitRenderTargetSurface( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), IMAGE_FORMAT_BGR565, true );
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#else
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#else
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#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
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#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
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m_DummyColorTexture.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
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// SAUL: we want to create a render target of specific size, so use RT_SIZE_NO_CHANGE
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m_DummyColorTexture.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
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#else
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#else
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m_DummyColorTexture.InitRenderTarget( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), RT_SIZE_OFFSCREEN, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
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m_DummyColorTexture.InitRenderTarget( r_flashlightdepthres.GetInt(), r_flashlightdepthres.GetInt(), RT_SIZE_OFFSCREEN, nullFormat, MATERIAL_RT_DEPTH_NONE, false, "_rt_ShadowDummy" );
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#endif
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#endif
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