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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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25 changed files with 412 additions and 60 deletions
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@ -81,6 +81,7 @@ public:
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virtual U32 getTotalVideoMemory();
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virtual GFXCubemap * createCubemap();
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virtual GFXCubemapArray *createCubemapArray() { return NULL; } //TODO: implement
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virtual F32 getFillConventionOffset() const { return 0.0f; }
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@ -91,7 +92,7 @@ public:
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/// @{
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///
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virtual GFXTextureTarget *allocRenderToTextureTarget();
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual void _updateRenderTargets();
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@ -117,6 +118,7 @@ public:
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virtual GFXShader* createShader();
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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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