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fix: the bugs and vulnerabilities SonarCloud reports on PR #216
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@@ -3705,7 +3705,8 @@ void opengl46_renderer::Render_Instances_Indirect()
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part( m_cullparts.record );
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using command_set = opengl46_instance_cull::command_set;
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auto const twophase { m_instancecull.two_phase() };
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// two phases only with the occlusion test, which needs the viewport
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auto const twophase { useocclusion && m_instancecull.two_phase() };
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auto const draws { false == m_indirectdraws.empty() };
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// the depth comes first in the depth pass of the whole scene, which has its state set and leaves the colour to the colour
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// pass (m_indirectcolourpending), and with the depth prepass of the instances: the colour pass shades only what stays in
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@@ -6380,7 +6381,8 @@ void opengl46_renderer::Render_local_shadows()
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// only the light buffers with the lamps read the maps
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auto const *vehicle{Global.gfx_lights_clustered ? m_locallights.cab_lamp_vehicle() : nullptr};
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m_localshadows.update_cab(vehicle, (vehicle != nullptr ? vehicle->mdKabina : nullptr), m_locallights.cab_lights(), m_framestamp);
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if (m_localshadows.cab_draws().empty())
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// without a vehicle there are no draws either
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if ((vehicle == nullptr) || m_localshadows.cab_draws().empty())
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return;
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glDebug("render lamp shadows");
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@@ -6423,7 +6425,8 @@ void opengl46_renderer::Render_cab_probe()
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// the lights of the cab light the probe when they're lights of the frame
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std::vector<gfx::local_lights::cab_light> const nolights;
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auto const &lights{(vehicle != nullptr) && (m_locallights.cab_lamp_vehicle() == vehicle) ? m_locallights.cab_lights() : nolights};
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if (false == m_cabprobe.update_wanted(vehicle, (vehicle != nullptr ? vehicle->mdKabina : nullptr), center, extent, lights, m_framestamp))
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// update_wanted() wants no update without a vehicle, but is called anyway to forget the probe
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if ((false == m_cabprobe.update_wanted(vehicle, (vehicle != nullptr ? vehicle->mdKabina : nullptr), center, extent, lights, m_framestamp)) || (vehicle == nullptr))
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return;
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glDebug("render cab probe");
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