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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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@ -60,19 +60,23 @@ protected:
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enum
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{
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DynamicLight = 0,
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SunLight,
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StaticLightNonLMGeometry,
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StaticLightLMGeometry,
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NUM_LIT_STATES
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NUM_LIT_STATES,
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Base = 0,
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Reflecting = 1
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};
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GFXStateBlockRef mLitState[NUM_LIT_STATES];
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GFXStateBlockRef mLitState[NUM_LIT_STATES][2];
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public:
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LightMatInstance(Material &mat) : Parent(mat), mLightMapParamsSC(NULL), mInternalPass(false) {}
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virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat );
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virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
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};
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bool mSpecialLight;
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};
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class AdvancedLightBinManager : public RenderTexTargetBinManager
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{
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