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https://github.com/TorqueGameEngines/Torque3D.git
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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513789c2c7
commit
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122 changed files with 641 additions and 641 deletions
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@ -36,7 +36,7 @@
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#include "T3D/gameBase/gameConnection.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "console/engineAPI.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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Signal<void(const char*,bool)> LightManager::smActivateSignal;
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@ -419,15 +419,15 @@ bool LightManager::lightScene( const char* callback, const char* param )
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return sl->lightScene( callback, flags );
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}
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RenderPrePassMgr* LightManager::_findPrePassRenderBin()
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RenderDeferredMgr* LightManager::_findDeferredRenderBin()
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{
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RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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{
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RenderBinManager *bin = rpm->getManager( i );
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if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
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if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
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{
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return ( RenderPrePassMgr* ) bin;
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return ( RenderDeferredMgr* ) bin;
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}
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}
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