OpenGL Renderer: Shadow polygons doing the polygon ID check should only update the stencil buffer once instead of twice.
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@ -4499,8 +4499,10 @@ Render3DError OpenGLRenderer_1_2::DrawShadowPolygon(const GLenum polyPrimitive,
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glStencilFunc(GL_NOTEQUAL, opaquePolyID, 0x3F);
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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else
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{
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glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
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}
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// 3rd pass: Update the polygon IDs in the stencil buffer if the shadow polygons are opaque.
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if (!isTranslucent)
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