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Jun 11th, 2017
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  1. #endif
  2.  
  3. if ( i == 0 )
  4. {
  5. // Shadow may be resized during allocation (due to resolution constraints etc)
  6. //m_nDepthTextureResolution = depthTex->GetActualWidth();
  7. //r_flashlightdepthres.SetValue( m_nDepthTextureResolution );
  8. m_nDepthTextureResolution = r_flashlightdepthres.GetFloat();
  9. }
  10.  
  11. m_DepthTextureCache.AddToTail( depthTex );
  12. m_DepthTextureCacheLocks.AddToTail( bFalse );
  13. }
  14.  
  15. materials->EndRenderTargetAllocation();
  16. }
  17. }
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