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Release shadow mapping resources when not needed (#12497)
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@@ -556,10 +556,6 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
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if (m_shadow) {
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// Add mesh to shadow caster
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m_shadow->addNodeToShadowList(m_meshnode);
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// Set shadow texture
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); i++)
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m_meshnode->setMaterialTexture(3, m_shadow->get_texture());
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}
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}
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