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Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
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15 changed files with 881 additions and 1715 deletions
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@ -40,7 +40,7 @@
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#include "console/propertyParsing.h"
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#include "gfx/util/screenspace.h"
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#include "scene/reflectionManager.h"
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#include "lighting/probeManager.h"
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#include "renderInstance/renderProbeMgr.h"
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ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
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@ -323,7 +323,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
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if (lm)
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lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
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ProbeManager* pm = state ? PROBEMGR : NULL;
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RenderProbeMgr* pm = state ? PROBEMGR : NULL;
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if (pm)
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pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
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