BGE: This fixes a problem where lamps in inactive layers were rendering shadows buffers that never got used, which was a huge performance sink.
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@ -1918,16 +1918,20 @@ static KX_GameObject *gameobject_from_blenderobject(
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KX_BlenderSceneConverter *converter)
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{
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KX_GameObject *gameobj = NULL;
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Scene *blenderscene = kxscene->GetBlenderScene();
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switch(ob->type)
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{
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case OB_LAMP:
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{
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KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
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KX_LightObject* gamelight = gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
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gameobj = gamelight;
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gamelight->AddRef();
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kxscene->GetLightList()->Add(gamelight);
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if (blenderscene->lay & ob->lay)
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{
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gamelight->AddRef();
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kxscene->GetLightList()->Add(gamelight);
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}
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break;
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}
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