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@@ -585,7 +585,7 @@ void ShadowMapParams::_validate()
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// We apply the hardware specific limits during
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// shadow rendering.
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//
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- U32 maxTexSize = 4096;
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+ U32 maxTexSize = 8192;
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if ( mLight->getType() == LightInfo::Vector )
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{
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@@ -595,15 +595,16 @@ void ShadowMapParams::_validate()
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// based on the split count to keep the total
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// shadow texture size within 4096.
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if ( numSplits == 2 || numSplits == 4 )
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- maxTexSize = 4096;
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+ maxTexSize = 8192;
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if ( numSplits == 3 )
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- maxTexSize = 2048;
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+ maxTexSize = 4096;
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}
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else
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numSplits = 1;
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// Keep it in a valid range... less than 32 is dumb.
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texSize = mClamp( texSize, 32, maxTexSize );
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+ shadowDistance = mClamp(shadowDistance, 25.0f, 10000.0f);
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}
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LightShadowMap* ShadowMapParams::getOrCreateShadowMap()
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