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- explicitly split ambient and diffuse - add renderer.shadowZBias to bias depths in the depth texture and avoid flickering artifacts caused by Z fighting - cantabrian_generated uses new light values so that shadows aren't pitch black This was SVN commit r3508. |
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| .. | ||
| Atlas.cpp | ||
| Atlas.h | ||
| Config.cpp | ||
| Config.h | ||
| GameSetup.cpp | ||
| GameSetup.h | ||