Fixed OpenGL shadow textures not honoring texture type when reusing textures
(cherry picked from commit 359aaa48ee
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1d790deedb
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@ -1518,6 +1518,11 @@ bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_i
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uint64_t min_pass = 0; // Pass of the existing one, try to use the least recently used one (LRU fashion).
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uint64_t min_pass = 0; // Pass of the existing one, try to use the least recently used one (LRU fashion).
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for (int j = 0; j < sc; j++) {
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for (int j = 0; j < sc; j++) {
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if (sarr[j].owner_is_omni != is_omni) {
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// Existing light instance type doesn't match new light instance type skip.
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continue;
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}
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LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
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LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
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if (!sli) {
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if (!sli) {
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// Found a released light instance.
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// Found a released light instance.
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