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https://github.com/TorqueGameEngines/Torque3D.git
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Ensures that the capturing flag is toggled regardless of how we invoke for a probe to bake(previously it was only done with the batch bake)
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@ -477,6 +477,8 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
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U32 startMSTime = Platform::getRealMilliseconds();
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Con::setVariable("$Probes::Capturing", "1");
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String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
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U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64);
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U32 prefilterMipLevels = mLog2(F32(resolution)) + 1;
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@ -596,6 +598,8 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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if (!renderWithProbes)
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RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
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Con::setVariable("$Probes::Capturing", "0");
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cubeRefl.unregisterReflector();
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U32 endMSTime = Platform::getRealMilliseconds();
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@ -907,7 +911,5 @@ DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (n
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DefineEngineMethod(RenderProbeMgr, bakeProbes, void, (),, "@brief Iterates over all reflection probes in the scene and bakes their cubemaps\n\n.")
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{
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Con::setVariable("$Probes::Capturing", "1");
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object->bakeProbes();
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Con::setVariable("$Probes::Capturing", "0");
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}
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