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Fix rounding errors when slicing the shadow draw list (#13226)
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@ -978,9 +978,10 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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std::vector<DrawDescriptor> draw_order;
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int count = 0;
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int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
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int high_bound = is_transparent_pass ? m_drawlist_shadow.size() : m_drawlist_shadow.size() / total_frames * (frame + 1);
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std::size_t count = 0;
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std::size_t meshes_per_frame = m_drawlist_shadow.size() / total_frames + 1;
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std::size_t low_bound = is_transparent_pass ? 0 : meshes_per_frame * frame;
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std::size_t high_bound = is_transparent_pass ? m_drawlist_shadow.size() : meshes_per_frame * (frame + 1);
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// transparent pass should be rendered in one go
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if (is_transparent_pass && frame != total_frames - 1) {
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