message: Fix a froxelization bug
  we would be short by one froxel on the left, usually this wasn't
  a problem due to the light falloff.
diff: @@ -856,7 +856,9 @@ void Froxelizer::froxelizePointAndSpotLight(
  // find the begin index (left side)
  for (bx = x0; bx <= xcenter; ++bx) {
  if (spherePlaneDistanceSquared(cy, planesX[bx].x, planesX[bx].z) > 0) {
  - // intersection
  + // intersection, if we intersect with a plane at index bx, we
  + // actually intrude in the froxel to its left, i.e. with index bx - 1
  + bx -= bx > 0;
  break;
  }
  }
  