Remove debug arount scoped timer.
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@@ -443,9 +443,7 @@ void IrrDriver::renderSolidFirstPass()
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return;
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{
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#ifdef DEBUG
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ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS1));
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#endif
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glUseProgram(MeshShader::ObjectPass1Shader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
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{
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@@ -496,9 +494,9 @@ void IrrDriver::renderSolidSecondPass()
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setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
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{
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#ifdef DEBUG
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ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS2));
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#endif
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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glUseProgram(MeshShader::ObjectPass2Shader::Program);
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@@ -682,9 +680,7 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb,
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
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{
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#ifdef DEBUG
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ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS));
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#endif
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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}
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glDisable(GL_POLYGON_OFFSET_FILL);
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@@ -907,9 +903,8 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
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irr_driver->getSceneManager()->getActiveCamera()->getAbsolutePosition();
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{
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#ifdef DEBUG
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ScopedGPUTimer Timer(getGPUTimer(Q_LIGHT));
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#endif
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std::vector<LightNode *> BucketedLN[15];
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for (unsigned int i = 0; i < lightcount; i++)
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{
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