Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.

This commit is contained in:
Areloch 2017-04-11 00:23:14 -05:00
parent 513789c2c7
commit 1bfdb41694
122 changed files with 641 additions and 641 deletions

View file

@ -36,7 +36,7 @@
#include "T3D/gameBase/gameConnection.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "console/engineAPI.h"
#include "renderInstance/renderPrePassMgr.h"
#include "renderInstance/renderDeferredMgr.h"
Signal<void(const char*,bool)> LightManager::smActivateSignal;
@ -419,15 +419,15 @@ bool LightManager::lightScene( const char* callback, const char* param )
return sl->lightScene( callback, flags );
}
RenderPrePassMgr* LightManager::_findPrePassRenderBin()
RenderDeferredMgr* LightManager::_findDeferredRenderBin()
{
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager( i );
if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
{
return ( RenderPrePassMgr* ) bin;
return ( RenderDeferredMgr* ) bin;
}
}