(minor English issues, most of which are via /dev/humancontroller)
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@@ -144,7 +144,7 @@ void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
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}
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// at this point, the back end thread is idle, so it is ok
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// to look at it's performance counters
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// to look at its performance counters
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if ( runPerformanceCounters ) {
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R_PerformanceCounters();
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}
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@@ -34,7 +34,7 @@ constant, irrespective of distance, but the intensity should be proportional to
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projected area of the light source.
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A surface that has been flagged as having a light flare will calculate the depth
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buffer value that it's midpoint should have when the surface is added.
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buffer value that its midpoint should have when the surface is added.
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After all opaque surfaces have been rendered, the depth buffer is read back for
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each flare in view. If the point has not been obscured by a closer surface, the
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