================
*/
int dpsoftrast_test;
+extern void R_Shadow_UpdateBounceGridTexture(void);
+extern cvar_t r_shadow_bouncegrid;
void R_RenderView(void)
{
matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
}
r_refdef.view.clear = true;
+ R_Shadow_UpdateBounceGridTexture();
+ if (r_timereport_active && r_shadow_bouncegrid.integer)
+ R_TimeReport("bouncegrid");
+
// this produces a bloom texture to be used in R_BlendView() later
if (r_bloomstate.hdr)
{