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*RB_BeginSurface*: Don't set the shadertime here
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1 changed files with 0 additions and 7 deletions
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@ -306,7 +306,6 @@ to overflow.
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==============
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*/
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void RB_BeginSurface( shader_t *shader ) {
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.shader = shader;
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@ -316,12 +315,6 @@ void RB_BeginSurface( shader_t *shader ) {
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tess.numPasses = shader->numUnfoggedPasses;
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tess.currentStageIteratorFunc = shader->optimalStageIteratorFunc;
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) {
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tess.shaderTime = tess.shader->clampTime;
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}
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}
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/*
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