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https://github.com/TorqueGameEngines/Torque3D.git
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fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter
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432d201569
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438e6cbb3c
10 changed files with 18 additions and 18 deletions
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@ -2138,10 +2138,11 @@ RTLightingFeatHLSL::RTLightingFeatHLSL()
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void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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if (fd.features[MFT_ImposterVert]) return;
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MultiLine *meta = new MultiLine;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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getOutWorldToTangent(componentList, meta, fd);
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// Special case for lighting imposters. We dont have a vert normal and may not
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// have a normal map. Generate and pass the normal data the pixel shader needs.
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@ -2206,6 +2207,7 @@ void RTLightingFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
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}
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addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
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getOutWorldToTangent(componentList, meta, fd);
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output = meta;
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}
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@ -3025,14 +3027,13 @@ void ReflectionProbeFeatHLSL::processVert(Vector<ShaderComponent*>& componentLis
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output = meta;
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// Also output the worldToTanget transform which
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// we use to create the world space normal.
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getOutWorldToTangent(componentList, meta, fd);
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//getOutWorldToTangent(componentList, meta, fd);
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}
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void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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// Skip out on realtime lighting if we don't have a normal
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// or we're doing some sort of baked lighting.
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// Skip out on realtime lighting if we're doing some sort of baked lighting.
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//
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// TODO: We can totally detect for this in the material
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// feature setup... we should move it out of here!
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