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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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@ -103,15 +103,8 @@ void OccluderRenderInst::clear()
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dMemset( this, 0, sizeof(OccluderRenderInst) );
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}
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void ProbeRenderInst::clear()
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{
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dMemset(this, 0, sizeof(ProbeRenderInst));
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//mCubemap);
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}
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IMPLEMENT_CONOBJECT(RenderPassManager);
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ConsoleDocClass( RenderPassManager,
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"@brief A grouping of render bin managers which forms a render pass.\n\n"
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"The render pass is used to order a set of RenderBinManager objects which are used "
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