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Avoid crash when allocating specular and normal-roughness buffers when render buffers aren't available
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@@ -1903,11 +1903,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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// Ensure this is allocated so we don't get a stutter the first time an object with SSS appears on screen.
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if (global_surface_data.sss_used) {
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if (global_surface_data.sss_used && !is_reflection_probe) {
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rb_data->ensure_specular();
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}
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if (global_surface_data.normal_texture_used) {
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if (global_surface_data.normal_texture_used && !is_reflection_probe) {
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rb_data->ensure_normal_roughness_texture();
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}
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