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light: seems like the problem is the ram access time
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@@ -491,6 +491,8 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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/** RENDER CODE GOES HERE */
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//renderGame(batch)
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AppLoader.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
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AppLoader.debugTimers["Ingame.render-Light"] =
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(AppLoader.debugTimers["Ingame.render"] as Long) - ((AppLoader.debugTimers["Renderer.LightSequential"] as? Long) ?: 0)
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}
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protected fun updateGame(delta: Float) {
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