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- #endif
- if ( i == 0 )
- {
- // Shadow may be resized during allocation (due to resolution constraints etc)
- //m_nDepthTextureResolution = depthTex->GetActualWidth();
- //r_flashlightdepthres.SetValue( m_nDepthTextureResolution );
- m_nDepthTextureResolution = r_flashlightdepthres.GetFloat();
- }
- m_DepthTextureCache.AddToTail( depthTex );
- m_DepthTextureCacheLocks.AddToTail( bFalse );
- }
- materials->EndRenderTargetAllocation();
- }
- }
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