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Decreased SHADERNUM and STATICMODEL shift values
When the number of shaders reached >1023, some surfaces started to be have random shaders started on them The number of sorted shaders in a single game can now be up to 2048
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1 changed files with 2 additions and 2 deletions
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@ -1167,11 +1167,11 @@ the bits are allocated as follows:
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2-6 : fog index
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2-6 : fog index
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0-1 : dlightmap index
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0-1 : dlightmap index
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*/
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*/
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#define QSORT_SHADERNUM_SHIFT 22
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#define QSORT_SHADERNUM_SHIFT 21 // was 22, decreased in 2.0
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#define QSORT_ENTITYNUM_SHIFT 8
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#define QSORT_ENTITYNUM_SHIFT 8
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#define QSORT_FOGNUM_SHIFT 2
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#define QSORT_FOGNUM_SHIFT 2
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#define QSORT_REFENTITYNUM_SHIFT 7
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#define QSORT_REFENTITYNUM_SHIFT 7
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#define QSORT_STATICMODEL_SHIFT 21
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#define QSORT_STATICMODEL_SHIFT 20 // was 21, decreased in 2.0
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extern int gl_filter_min, gl_filter_max;
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extern int gl_filter_min, gl_filter_max;
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