more gfx shadowvar cleanups

This commit is contained in:
Azaezel 2018-03-13 21:25:45 -05:00
parent aad3578d1c
commit 33ebe34440
4 changed files with 9 additions and 9 deletions

View file

@ -350,7 +350,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
if (fd.features.hasFeature(MFT_DetailNormalMap))
{
Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
bumpMap = (Var*)LangElement::find("detailBumpMap");
if (!bumpMap) {
bumpMap = new Var;
bumpMap->setType("sampler2D");

View file

@ -367,7 +367,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
{
Var *bumpMap = (Var*)LangElement::find( "detailBumpMap" );
bumpMap = (Var*)LangElement::find( "detailBumpMap" );
if ( !bumpMap )
{
bumpMap = new Var;
@ -378,7 +378,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
bumpMap->constNum = Var::getTexUnitNum();
}
Var* bumpMapTex = (Var*)LangElement::find("detailBumpMap");
bumpMapTex = (Var*)LangElement::find("detailBumpMap");
if (!bumpMapTex)
{
bumpMap->setType("SamplerState");

View file

@ -254,7 +254,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
for (U32 i = 0; i < mNumSplits; i++)
{
GFXTransformSaver saver;
GFXTransformSaver splitSaver;
// Calculate a sub-frustum
Frustum subFrustum(fullFrustum);

View file

@ -531,9 +531,9 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
ShaderRenderPassData passData;
U32 texIndex = 0;
for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
{
const FeatureInfo &info = FEATUREMGR->getAt( i );
const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
if ( !stageFeatures.features.hasFeature( *info.type ) )
continue;
@ -562,7 +562,7 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
if(oldTexNumber != texIndex)
{
for(int i = oldTexNumber; i < texIndex; i++)
for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
{
AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
}
@ -579,9 +579,9 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
}
#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
for(int i = 0; i < texIndex; i++)
for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
{
AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
}
#endif