Azaezel b6ec969fb3 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 9 lat temu
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cubeLightShadowMap.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
cubeLightShadowMap.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
dualParaboloidLightShadowMap.cpp c0b2e6536b Reduce innecesary changes on Render Target textures. 11 lat temu
dualParaboloidLightShadowMap.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
lightShadowMap.cpp b6ec969fb3 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 9 lat temu
lightShadowMap.h 23c4b52e1f courtessy @Lopuska: opengl occlusion query fix 10 lat temu
paraboloidLightShadowMap.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
paraboloidLightShadowMap.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
pssmLightShadowMap.cpp 2753f562e8 shadow caching 10 lat temu
pssmLightShadowMap.h 2753f562e8 shadow caching 10 lat temu
shadowCommon.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
shadowMapManager.cpp 2753f562e8 shadow caching 10 lat temu
shadowMapManager.h 2753f562e8 shadow caching 10 lat temu
shadowMapPass.cpp 23c4b52e1f courtessy @Lopuska: opengl occlusion query fix 10 lat temu
shadowMapPass.h 2753f562e8 shadow caching 10 lat temu
shadowMatHook.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
shadowMatHook.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
singleLightShadowMap.cpp 91e542b8ec SceneCullingState with culling and camera frustum 12 lat temu
singleLightShadowMap.h 7dbfe6994d Engine directory for ticket #1 13 lat temu