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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
more gfx shadowvar cleanups
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aad3578d1c
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@ -350,7 +350,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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if (fd.features.hasFeature(MFT_DetailNormalMap))
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{
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Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
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bumpMap = (Var*)LangElement::find("detailBumpMap");
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if (!bumpMap) {
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bumpMap = new Var;
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bumpMap->setType("sampler2D");
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@ -367,7 +367,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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{
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Var *bumpMap = (Var*)LangElement::find( "detailBumpMap" );
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bumpMap = (Var*)LangElement::find( "detailBumpMap" );
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if ( !bumpMap )
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{
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bumpMap = new Var;
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@ -378,7 +378,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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bumpMap->constNum = Var::getTexUnitNum();
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}
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Var* bumpMapTex = (Var*)LangElement::find("detailBumpMap");
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bumpMapTex = (Var*)LangElement::find("detailBumpMap");
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if (!bumpMapTex)
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{
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bumpMap->setType("SamplerState");
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@ -254,7 +254,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
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for (U32 i = 0; i < mNumSplits; i++)
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{
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GFXTransformSaver saver;
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GFXTransformSaver splitSaver;
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// Calculate a sub-frustum
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Frustum subFrustum(fullFrustum);
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@ -531,9 +531,9 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
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ShaderRenderPassData passData;
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U32 texIndex = 0;
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for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
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for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
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{
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const FeatureInfo &info = FEATUREMGR->getAt( i );
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const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
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if ( !stageFeatures.features.hasFeature( *info.type ) )
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continue;
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@ -562,7 +562,7 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
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#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
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if(oldTexNumber != texIndex)
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{
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for(int i = oldTexNumber; i < texIndex; i++)
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for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
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{
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AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
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}
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@ -579,9 +579,9 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
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}
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#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
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for(int i = 0; i < texIndex; i++)
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for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
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{
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AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
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AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
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}
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#endif
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