Prevent rendering too much point light scattering
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@ -211,7 +211,7 @@ void IrrDriver::renderLightsScatter(unsigned pointlightcount)
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LightShader::PointLightScatterShader::getInstance()->SetTextureUnits(irr_driver->getDepthStencilTexture());
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LightShader::PointLightScatterShader::getInstance()->setUniforms(1. / (40. * start), col);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, pointlightcount);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, MIN2(pointlightcount, MAXLIGHT));
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// ***
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// That might be a performance issue but if disabled the quality is severly affected (the picture looks jagged)
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