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opengl 3.3 renderer cascaded shadow maps, minor gfx renderer optimizations
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@@ -913,8 +913,8 @@ debug_panel::update_section_ai( std::vector<text_line> &Output ) {
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+ ", delays: " + to_string( mechanik.fBrake_a0[ 0 ], 2 )
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+ "+" + to_string( mechanik.fBrake_a1[ 0 ], 2 )
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+ "\n virtual brake position: " + to_string(mechanik.BrakeCtrlPosition, 2)
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+ "\n desired diesel percentage: " + to_string(mechanik.DizelPercentage, 0)
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+ "/" + to_string(mechanik.DizelPercentage_Speed, 0)
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+ "\n desired diesel percentage: " + to_string(mechanik.DizelPercentage)
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+ "/" + to_string(mechanik.DizelPercentage_Speed)
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+ "/" + to_string(100.4*mechanik.mvControlling->eimic_real, 0);
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Output.emplace_back( textline, Global.UITextColor );
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