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this will break the whole renderer pipeline
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03f92a4dd7
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@ -1004,6 +1004,7 @@ int GameRenderer::getLightTexture(int iPad, Level *level)
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void GameRenderer::render(float a, bool bFirst)
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{
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float a = 1;
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if( _updateLightTexture && bFirst) updateLightTexture(a);
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if (Display::isActive())
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{
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@ -683,7 +683,7 @@ int LevelRenderer::render(shared_ptr<Mob> player, int layer, double alpha, bool
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allChanged();
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}
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if (layer == 1)
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if (layer == 0)
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{
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totalChunks = 0;
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offscreenChunks = 0;
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