Merge branch 'development' of https://github.com/GarageGames/Torque3D into development

This commit is contained in:
Areloch 2016-05-16 15:48:17 -05:00
commit 2659908771
2 changed files with 10 additions and 6 deletions

View file

@ -415,7 +415,7 @@ inline void Box3F::extend(const Point3F & p)
#define EXTEND_AXIS(AXIS) \ #define EXTEND_AXIS(AXIS) \
if (p.AXIS < minExtents.AXIS) \ if (p.AXIS < minExtents.AXIS) \
minExtents.AXIS = p.AXIS; \ minExtents.AXIS = p.AXIS; \
else if (p.AXIS > maxExtents.AXIS) \ if (p.AXIS > maxExtents.AXIS) \
maxExtents.AXIS = p.AXIS; maxExtents.AXIS = p.AXIS;
EXTEND_AXIS(x) EXTEND_AXIS(x)

View file

@ -39,9 +39,11 @@ new GFXStateBlockData( AL_VectorLightState )
mSamplerNames[0] = "prePassBuffer"; mSamplerNames[0] = "prePassBuffer";
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.) samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
mSamplerNames[1] = "shadowMap"; mSamplerNames[1] = "shadowMap";
samplerStates[2] = SamplerClampLinear; // SSAO Mask samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
mSamplerNames[2] = "ssaoMask"; mSamplerNames[2] = "dynamicShadowMap";
samplerStates[3] = SamplerWrapPoint; // Random Direction Map samplerStates[3] = SamplerClampLinear; // SSAO Mask
mSamplerNames[3] = "ssaoMask";
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
cullDefined = true; cullDefined = true;
cullMode = GFXCullNone; cullMode = GFXCullNone;
@ -114,8 +116,10 @@ new GFXStateBlockData( AL_ConvexLightState )
mSamplerNames[0] = "prePassBuffer"; mSamplerNames[0] = "prePassBuffer";
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections) samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
mSamplerNames[1] = "shadowMap"; mSamplerNames[1] = "shadowMap";
samplerStates[2] = SamplerClampLinear; // Cookie Map samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
samplerStates[3] = SamplerWrapPoint; // Random Direction Map mSamplerNames[2] = "dynamicShadowMap";
samplerStates[3] = SamplerClampLinear; // Cookie Map
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
cullDefined = true; cullDefined = true;
cullMode = GFXCullCW; cullMode = GFXCullCW;