Blender Internal: Tweak GLSL preview of the spot lamp to use shadow buffer also for ray shadows, to solve inconsistency with the sun lamp.
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@ -1779,7 +1779,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
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la = ob->data;
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gpu_lamp_from_blender(scene, ob, par, la, lamp);
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if ((la->type==LA_SPOT && (la->mode & LA_SHAD_BUF)) || (la->type==LA_SUN && (la->mode & LA_SHAD_RAY))) {
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if ((la->type==LA_SPOT && (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY))) || (la->type==LA_SUN && (la->mode & LA_SHAD_RAY))) {
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/* opengl */
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lamp->fb = GPU_framebuffer_create();
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if (!lamp->fb) {
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