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Merge pull request #1249 from Azaezel/shadow_safeties
further insurance that shadow split stay within bounds.
This commit is contained in:
commit
3c12325e97
1 changed files with 6 additions and 3 deletions
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@ -63,15 +63,15 @@ F32 PSSMLightShadowMap::smSmallestVisiblePixelSize = 25.0f;
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PSSMLightShadowMap::PSSMLightShadowMap( LightInfo *light )
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: LightShadowMap( light ),
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mNumSplits( 0 )
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mNumSplits( 1 )
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{
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mIsViewDependent = true;
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}
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void PSSMLightShadowMap::_setNumSplits( U32 numSplits, U32 texSize )
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{
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AssertFatal( numSplits > 0 && numSplits <= MAX_SPLITS,
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"PSSMLightShadowMap::_setNumSplits() - Splits must be between 1 and 4!" );
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AssertFatal(numSplits > 0 && numSplits <= MAX_SPLITS,
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avar("PSSMLightShadowMap::_setNumSplits() - Splits must be between 1 and %d!", MAX_SPLITS));
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releaseTextures();
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@ -387,6 +387,9 @@ void PSSMLightShadowMap::setShaderParameters(GFXShaderConstBuffer* params, Light
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{
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PROFILE_SCOPE( PSSMLightShadowMap_setShaderParameters );
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AssertFatal(mNumSplits > 0 && mNumSplits <= MAX_SPLITS,
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avar("PSSMLightShadowMap::_setNumSplits() - Splits must be between 1 and %d!", MAX_SPLITS));
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if ( lsc->mTapRotationTexSC->isValid() )
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GFX->setTexture( lsc->mTapRotationTexSC->getSamplerRegister(),
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SHADOWMGR->getTapRotationTex() );
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