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method to make sure we're not getting pixel shader inputs mixed with outputs.
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4 changed files with 12 additions and 5 deletions
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@ -406,7 +406,7 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx )
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matView.inverse();
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GFX->setWorldMatrix(matView);
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GFX->clearTextureStateImmediate(0);
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renderTarget->attachTexture( GFXTextureTarget::Color0, cubemap, faceidx );
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GFX->setActiveRenderTarget( renderTarget );
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );
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