Merge branch 'development' into EngineAPI-Refactor

This commit is contained in:
Areloch 2018-12-09 14:48:50 -06:00 committed by GitHub
commit 3a71c75596
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GPG key ID: 4AEE18F83AFDEB23
1937 changed files with 102332 additions and 70549 deletions

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@ -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");

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@ -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");

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@ -95,7 +95,7 @@ bool BlobShadow::shouldRender(F32 camDist)
if (mShapeBase && mShapeBase->getFadeVal() < TSMesh::VISIBILITY_EPSILON)
return false;
F32 shadowLen = 10.0f * mShapeInstance->getShape()->radius;
F32 shadowLen = 10.0f * mShapeInstance->getShape()->mRadius;
Point3F pos = mShapeInstance->getShape()->center;
// this is a bit of a hack...move generic shadows towards feet/base of shape
@ -182,7 +182,7 @@ void BlobShadow::setRadius(F32 radius)
void BlobShadow::setRadius(TSShapeInstance * shapeInstance, const Point3F & scale)
{
const Box3F & bounds = shapeInstance->getShape()->bounds;
const Box3F & bounds = shapeInstance->getShape()->mBounds;
F32 dx = 0.5f * (bounds.maxExtents.x-bounds.minExtents.x) * scale.x;
F32 dy = 0.5f * (bounds.maxExtents.y-bounds.minExtents.y) * scale.y;
F32 dz = 0.5f * (bounds.maxExtents.z-bounds.minExtents.z) * scale.z;

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);