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Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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4 changed files with 265 additions and 12 deletions
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@ -29,6 +29,15 @@
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _GFXTARGET_H_
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#include "gfx/gfxTarget.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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struct CameraQuery;
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@ -37,6 +46,10 @@ struct CameraQuery;
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/// scene ONLY - new guis, no damage flashes.
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void GameRenderWorld();
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/// Does a full, top-to-bottom call to render a frame. This does all the setup to make a render happen
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/// Allowing setting of a intended render target, a view transform, the view frustum, resolution, objects-to-render typemask, and the clear color
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void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum, U32 typeMask, ColorI canvasClearColor);
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/// Renders overlays such as damage flashes, white outs, and water masks.
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/// These are usually a color applied over the entire screen.
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void GameRenderFilters(const CameraQuery& camq);
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