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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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0c3fc59ccc
commit
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25 changed files with 412 additions and 60 deletions
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@ -71,7 +71,7 @@ private:
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virtual void enumerateVideoModes();
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual GFXTextureTarget *allocRenderToTextureTarget();
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
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virtual void enterDebugEvent(ColorI color, const char *name);
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virtual void leaveDebugEvent();
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@ -237,6 +237,7 @@ public:
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U32 getAdaterIndex() const { return mAdapterIndex; }
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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@ -249,6 +250,8 @@ public:
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// Misc rendering control
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// {
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
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virtual bool beginSceneInternal();
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virtual void endSceneInternal();
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@ -325,7 +328,7 @@ public:
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// grab the sampler map
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const SamplerMap &getSamplersMap() const { return mSamplersMap; }
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SamplerMap &getSamplersMap() { return mSamplersMap; }
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SamplerMap &getSamplersMap(){ return mSamplersMap; }
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};
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#endif
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