Remove max density 10000m for surface lights.
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@ -789,11 +789,6 @@ public:
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float coverage = mat->get_light_coverage();
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if (coverage <= 0)
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continue;
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if (coverage < 10000.0) {
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SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
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<< coverage << ", pushing up to 10000");
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coverage = 10000;
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}
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int texIndex = matTris[i].getTextureIndex();
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