Merge branch 'development' into imageAsset_refactor_rev3

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marauder2k7 2025-03-24 20:07:06 +00:00 committed by GitHub
commit 0da0903599
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4189 changed files with 29881 additions and 635347 deletions

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@ -56,10 +56,10 @@ void RenderBinManager::initPersistFields()
addField( "binType", TypeRealString, Offset(mRenderInstType.mName, RenderBinManager),
"Sets the render bin type which limits what render instances are added to this bin." );
addField("renderOrder", TypeF32, Offset(mRenderOrder, RenderBinManager),
addFieldV("renderOrder", TypeRangedF32, Offset(mRenderOrder, RenderBinManager), &CommonValidators::PositiveFloat,
"Defines the order for rendering in relation to other bins." );
addField("processAddOrder", TypeF32, Offset(mProcessAddOrder, RenderBinManager),
addFieldV("processAddOrder", TypeRangedF32, Offset(mProcessAddOrder, RenderBinManager), &CommonValidators::PositiveFloat,
"Defines the order for adding instances in relation to other bins." );
addField( "basicOnly", TypeBool, Offset(mBasicOnly, RenderBinManager),

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@ -238,7 +238,7 @@ bool RenderProbeMgr::onAdd()
mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentProfile, "BRDFTexture"))
if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
return false;

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@ -171,11 +171,11 @@ class RenderProbeMgr : public RenderBinManager
public:
//maximum number of allowed probes
static const U32 PROBE_MAX_COUNT = 250;
static const U32 PROBE_MAX_COUNT = 340;
//maximum number of rendered probes per frame adjust as needed
static const U32 PROBE_MAX_FRAME = 8;
//number of slots to allocate at once in the cubemap array
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 5;
//These dictate the default resolution size for the probe arrays
static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression