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qsort compilation, though still not quite correct
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1 changed files with 5 additions and 16 deletions
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@ -48,21 +48,10 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
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PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
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// Fetch asset definitions.
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// Fetch asset definitions.
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/*const ProbeRenderInst* pReflectProbeA = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(a))->inst);
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const ProbeRenderInst* pReflectProbeA = (ProbeRenderInst*)a;
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const ProbeRenderInst* pReflectProbeB = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(b))->inst);
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const ProbeRenderInst* pReflectProbeB = (ProbeRenderInst*)b;
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//sort by score
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// Sort.
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return pReflectProbeA->mScore - pReflectProbeB->mScore;
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//First, immediate check on if either is a skylight. Skylight always gets the highest priority
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//if (pReflectProbeA->mIsSkylight)
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// return 1;
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//else if (pReflectProbeB->mIsSkylight)
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// return -1;
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//No? then sort by score
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if (pReflectProbeA->mScore > pReflectProbeB->mScore)
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return 1;
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else if (pReflectProbeA->mScore < pReflectProbeB->mScore)
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return -1;*/
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return 0;
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}
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}
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RenderProbeMgr::RenderProbeMgr()
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RenderProbeMgr::RenderProbeMgr()
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@ -233,7 +222,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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_setupPerFrameParameters(state);
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_setupPerFrameParameters(state);
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//Order the probes by size, biggest to smallest
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//Order the probes by size, biggest to smallest
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//dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
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dQsort(ProbeRenderInst::all.address(), ProbeRenderInst::all.size(), sizeof(const ProbeRenderInst*), AscendingReflectProbeInfluence);
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//Specular
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//Specular
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PROFILE_START(RenderProbeManager_ReflectProbeRender);
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PROFILE_START(RenderProbeManager_ReflectProbeRender);
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