On-screen Profiler / Debug visualizations in progress
Fixed a bug that caused framerate to drop drastically by executing an additional render pass.
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@@ -63,7 +63,7 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
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int light_directional_count = 0;
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int light_point_count = 0;
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int light_spot_count = 0;
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if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE) {
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if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE && renderPass != KRNode::RENDER_PASS_GENERATE_SHADOWMAPS) {
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for(std::vector<KRLight *>::const_iterator light_itr=lights.begin(); light_itr != lights.end(); light_itr++) {
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KRLight *light = (*light_itr);
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KRDirectionalLight *directional_light = dynamic_cast<KRDirectionalLight *>(light);
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