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https://github.com/TorqueGameEngines/Torque3D.git
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GFXStateBlockData new -> singleton
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@ -22,7 +22,7 @@
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// Vector Light State
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new GFXStateBlockData( AL_VectorLightState )
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singleton GFXStateBlockData( AL_VectorLightState )
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{
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blendDefined = true;
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blendEnable = true;
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@ -102,7 +102,7 @@ new CustomMaterial( AL_VectorLightMaterial )
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//------------------------------------------------------------------------------
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// Convex-geometry light states
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new GFXStateBlockData( AL_ConvexLightState )
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singleton GFXStateBlockData( AL_ConvexLightState )
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{
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blendDefined = true;
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blendEnable = true;
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@ -9,7 +9,7 @@ singleton ShaderData( DeferredColorShader )
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pixVersion = 2.0;
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};
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new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
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singleton GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
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{
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blendEnable = false;
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@ -34,7 +34,7 @@ $sequence = 16;
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// Common stateblock definitions
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new GFXSamplerStateData(SamplerClampLinear)
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singleton GFXSamplerStateData(SamplerClampLinear)
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{
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textureColorOp = GFXTOPModulate;
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addressModeU = GFXAddressClamp;
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@ -45,7 +45,7 @@ new GFXSamplerStateData(SamplerClampLinear)
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mipFilter = GFXTextureFilterLinear;
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};
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new GFXSamplerStateData(SamplerClampPoint)
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singleton GFXSamplerStateData(SamplerClampPoint)
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{
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textureColorOp = GFXTOPModulate;
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addressModeU = GFXAddressClamp;
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@ -56,7 +56,7 @@ new GFXSamplerStateData(SamplerClampPoint)
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mipFilter = GFXTextureFilterPoint;
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};
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new GFXSamplerStateData(SamplerWrapLinear)
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singleton GFXSamplerStateData(SamplerWrapLinear)
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{
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textureColorOp = GFXTOPModulate;
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addressModeU = GFXTextureAddressWrap;
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@ -67,7 +67,7 @@ new GFXSamplerStateData(SamplerWrapLinear)
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mipFilter = GFXTextureFilterLinear;
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};
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new GFXSamplerStateData(SamplerWrapPoint)
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singleton GFXSamplerStateData(SamplerWrapPoint)
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{
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textureColorOp = GFXTOPModulate;
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addressModeU = GFXTextureAddressWrap;
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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new GFXStateBlockData( ScatterSkySBData )
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singleton GFXStateBlockData( ScatterSkySBData )
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{
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cullMode = "GFXCullNone";
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@ -45,7 +45,7 @@ singleton ShaderData( WaterShader )
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pixVersion = 3.0;
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};
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new GFXSamplerStateData(WaterSampler)
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singleton GFXSamplerStateData(WaterSampler)
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{
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textureColorOp = GFXTOPModulate;
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addressModeU = GFXAddressWrap;
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@ -94,7 +94,7 @@ function toggleSpecMapViz( %enable )
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AL_SpecMapVisualize.disable();
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}
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new GFXStateBlockData( AL_DepthVisualizeState )
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singleton GFXStateBlockData( AL_DepthVisualizeState )
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{
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zDefined = true;
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zEnable = false;
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@ -105,7 +105,7 @@ new GFXStateBlockData( AL_DepthVisualizeState )
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samplerStates[1] = SamplerClampLinear; // viz color lookup
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};
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new GFXStateBlockData( AL_DefaultVisualizeState )
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singleton GFXStateBlockData( AL_DefaultVisualizeState )
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{
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blendDefined = true;
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blendEnable = true;
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@ -1,4 +1,4 @@
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new GFXStateBlockData( Viz_DefaultVisualizeState )
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singleton GFXStateBlockData( Viz_DefaultVisualizeState )
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{
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/*alphaDefined = true;
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alphaTestEnable = true;
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