Merge pull request #1613 from Areloch/sliperySamplerState_with_empty

missing samplerstate configurations with empty
This commit is contained in:
Areloch 2016-05-16 13:26:14 -05:00
commit 15713eec05
2 changed files with 18 additions and 10 deletions

View file

@ -39,9 +39,11 @@ new GFXStateBlockData( AL_VectorLightState )
mSamplerNames[0] = "prePassBuffer";
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
mSamplerNames[1] = "shadowMap";
samplerStates[2] = SamplerClampLinear; // SSAO Mask
mSamplerNames[2] = "ssaoMask";
samplerStates[3] = SamplerWrapPoint; // Random Direction Map
samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
mSamplerNames[2] = "dynamicShadowMap";
samplerStates[3] = SamplerClampLinear; // SSAO Mask
mSamplerNames[3] = "ssaoMask";
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
cullDefined = true;
cullMode = GFXCullNone;
@ -114,8 +116,10 @@ new GFXStateBlockData( AL_ConvexLightState )
mSamplerNames[0] = "prePassBuffer";
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[1] = "shadowMap";
samplerStates[2] = SamplerClampLinear; // Cookie Map
samplerStates[3] = SamplerWrapPoint; // Random Direction Map
samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[2] = "dynamicShadowMap";
samplerStates[3] = SamplerClampLinear; // Cookie Map
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
cullDefined = true;
cullMode = GFXCullCW;

View file

@ -39,9 +39,11 @@ new GFXStateBlockData( AL_VectorLightState )
mSamplerNames[0] = "prePassBuffer";
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
mSamplerNames[1] = "shadowMap";
samplerStates[2] = SamplerClampLinear; // SSAO Mask
mSamplerNames[2] = "ssaoMask";
samplerStates[3] = SamplerWrapPoint; // Random Direction Map
samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
mSamplerNames[2] = "dynamicShadowMap";
samplerStates[3] = SamplerClampLinear; // SSAO Mask
mSamplerNames[3] = "ssaoMask";
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
cullDefined = true;
cullMode = GFXCullNone;
@ -114,8 +116,10 @@ new GFXStateBlockData( AL_ConvexLightState )
mSamplerNames[0] = "prePassBuffer";
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[1] = "shadowMap";
samplerStates[2] = SamplerClampLinear; // Cookie Map
samplerStates[3] = SamplerWrapPoint; // Random Direction Map
samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[2] = "dynamicShadowMap";
samplerStates[3] = SamplerClampLinear; // Cookie Map
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
cullDefined = true;
cullMode = GFXCullCW;