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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
1937 changed files with 102332 additions and 70549 deletions

View file

@ -569,9 +569,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
// amount so that it fades out with the layer blending.
if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
{
// Get the rest of our inputs.
Var *normalMap = _getNormalMapTex();
// Call the library function to do the rest.
if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
{
@ -930,6 +927,9 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// We only need to process normals during the deferred.
if (!fd.features.hasFeature(MFT_DeferredConditioner))
return;
MultiLine *meta = new MultiLine;

View file

@ -908,6 +908,9 @@ void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &component
void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// We only need to process normals during the deferred.
if (!fd.features.hasFeature(MFT_DeferredConditioner))
return;
MultiLine *meta = new MultiLine;

View file

@ -110,11 +110,11 @@ void TerrainFile::_buildGridMap()
mGridMap.compact();
// Assign memory from the pool to each grid level.
TerrainSquare *sq = mGridMapPool.address();
TerrainSquare *grid = mGridMapPool.address();
for ( S32 i = mGridLevels; i >= 0; i-- )
{
mGridMap[i] = sq;
sq += 1 << ( 2 * ( mGridLevels - i ) );
mGridMap[i] = grid;
grid += 1 << ( 2 * ( mGridLevels - i ) );
}
for( S32 i = mGridLevels; i >= 0; i-- )