Q: to those who use tweening with my shadow system

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Would these commands be affected by frame tweening?

	; Position the light pivot where the light is in the world.
			PositionEntity Light_Pivot, Light_X#, Light_Y#, Light_Z#, True

			; Point light_pivot at the caster.								
			PointEntity Light_Pivot, ThisCaster\Entity

			; Calculate the normal of the light's ray in world space.
			; We use this normal to calculate how to project the points in the world onto the light's plane.
			;
			; Optimization note: 
			; The normal of the caster plane will be the same as this normal, so we will not need to calculate
			; this normal.
			; (A, B, C) will be the normal of the plane.
			TFormNormal 0, 0, 1, Light_Pivot, 0
			Light_NX# = TFormedX#()
			Light_NY# = TFormedY#()
			Light_NZ# = TFormedZ#()

					; Top left.
					TFormPoint -ThisCaster\Radius#, ThisCaster\Radius#, 0, Light_Pivot, 0
					X1# = TFormedX#()
					Y1# = TFormedY#()
					Z1# = TFormedZ#()



If these are not affected by frame tweening then I am at a loss to explain this, because those are basically the only commands that I have currently executing that could theoretically be affected by tweening, and I'm still getting the effect. I have taken his code and modified it so it uses texture shadows and not dynamic shadows, so I know that none of the code that generates dynamic shadows is at fault. ... But that was my most likely suspect. Now that I cannot suspect that I don't know what to suspect.

I would not have thought these commands would be affected by tweening, but if they are not, then I'm out of ideas. There are few places in my code where I deal with entities, and without the shadow generation stuff, that's pretty much it.