OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
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@@ -484,7 +484,7 @@ void FBO_Init(void)
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if (tr.sunShadowDepthImage[0])
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{
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for ( i = 0; i < 3; i++)
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for ( i = 0; i < 4; i++)
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{
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tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
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FBO_Bind(tr.sunShadowFbo[i]);
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