Improved scheduling of point lights for the render queue by fixing a bug.
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@ -353,6 +353,9 @@ void Graphics::render(double time)
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bool enqueued = false;
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bool enqueued = false;
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for(unsigned int j = 0; j<renderQueue.size(); j++){
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for(unsigned int j = 0; j<renderQueue.size(); j++){
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if (shadowRenderQueue.at(i).currentPriority > std::get<1>(renderQueue.at(j))){
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if (shadowRenderQueue.at(i).currentPriority > std::get<1>(renderQueue.at(j))){
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if (j<renderQueue.size() - 2) {
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renderQueue.at(j+1) = renderQueue.at(j);
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}
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renderQueue.at(j) = std::make_tuple(shadowRenderQueue.at(i).light, shadowRenderQueue.at(i).currentPriority, i);
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renderQueue.at(j) = std::make_tuple(shadowRenderQueue.at(i).light, shadowRenderQueue.at(i).currentPriority, i);
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enqueued = true;
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enqueued = true;
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break;
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break;
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