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extending light draw size so that 'lagging-behind' update won't exhibit 'camera seam'
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@@ -752,6 +752,6 @@ object IngameRenderer : Disposable {
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val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF) - (xoff * TILE_SIZEF)
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val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF) - (yoff * TILE_SIZEF)
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return xrem to yrem
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return (xrem - LightmapRenderer.LIGHTMAP_OVERRENDER * TILE_SIZEF) to (yrem - LightmapRenderer.LIGHTMAP_OVERRENDER * TILE_SIZEF)
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}
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}
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