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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' into EngineAPI-Refactor
This commit is contained in:
commit
3a71c75596
1937 changed files with 102332 additions and 70549 deletions
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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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@ -95,7 +95,7 @@ bool BlobShadow::shouldRender(F32 camDist)
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if (mShapeBase && mShapeBase->getFadeVal() < TSMesh::VISIBILITY_EPSILON)
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return false;
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F32 shadowLen = 10.0f * mShapeInstance->getShape()->radius;
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F32 shadowLen = 10.0f * mShapeInstance->getShape()->mRadius;
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Point3F pos = mShapeInstance->getShape()->center;
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// this is a bit of a hack...move generic shadows towards feet/base of shape
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@ -182,7 +182,7 @@ void BlobShadow::setRadius(F32 radius)
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void BlobShadow::setRadius(TSShapeInstance * shapeInstance, const Point3F & scale)
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{
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const Box3F & bounds = shapeInstance->getShape()->bounds;
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const Box3F & bounds = shapeInstance->getShape()->mBounds;
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F32 dx = 0.5f * (bounds.maxExtents.x-bounds.minExtents.x) * scale.x;
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F32 dy = 0.5f * (bounds.maxExtents.y-bounds.minExtents.y) * scale.y;
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F32 dz = 0.5f * (bounds.maxExtents.z-bounds.minExtents.z) * scale.z;
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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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