mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-26 23:59:30 +00:00
asdasd
This commit is contained in:
parent
86eb678f42
commit
524e5aad2d
13 changed files with 191 additions and 85 deletions
|
|
@ -51,6 +51,8 @@
|
|||
#include "materials/shaderData.h"
|
||||
#include "gfx/sim/cubemapData.h"
|
||||
|
||||
#include "materials/customShaderBindingData.h"
|
||||
|
||||
const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
|
||||
const String RenderDeferredMgr::BufferName("deferred");
|
||||
const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
|
||||
|
|
@ -433,7 +435,10 @@ void RenderDeferredMgr::render( SceneRenderState *state )
|
|||
|
||||
//-JR
|
||||
//push along any overriden fields that are instance-specific as well
|
||||
//mat->setCustomShaderHandles()
|
||||
if (passRI->mCustomShaderData.size() > 0)
|
||||
{
|
||||
mat->setCustomShaderData(passRI->mCustomShaderData);
|
||||
}
|
||||
|
||||
// If we're instanced then don't render yet.
|
||||
if ( mat->isInstanced() )
|
||||
|
|
|
|||
|
|
@ -251,6 +251,13 @@ void RenderGlowMgr::render( SceneRenderState *state )
|
|||
glowMat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
|
||||
}
|
||||
|
||||
//-JR
|
||||
//push along any overriden fields that are instance-specific as well
|
||||
if (passRI->mCustomShaderData.size() > 0)
|
||||
{
|
||||
mat->setCustomShaderData(passRI->mCustomShaderData);
|
||||
}
|
||||
|
||||
glowMat->setSceneInfo(state, sgData);
|
||||
glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);
|
||||
|
||||
|
|
|
|||
|
|
@ -182,6 +182,13 @@ void RenderMeshMgr::render(SceneRenderState * state)
|
|||
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
|
||||
}
|
||||
|
||||
//-JR
|
||||
//push along any overriden fields that are instance-specific as well
|
||||
if (passRI->mCustomShaderData.size() > 0)
|
||||
{
|
||||
mat->setCustomShaderData(passRI->mCustomShaderData);
|
||||
}
|
||||
|
||||
setupSGData( passRI, sgData );
|
||||
mat->setSceneInfo( state, sgData );
|
||||
|
||||
|
|
|
|||
|
|
@ -249,6 +249,13 @@ void RenderTranslucentMgr::render( SceneRenderState *state )
|
|||
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
|
||||
}
|
||||
|
||||
//-JR
|
||||
//push along any overriden fields that are instance-specific as well
|
||||
if (passRI->mCustomShaderData.size() > 0)
|
||||
{
|
||||
mat->setCustomShaderData(passRI->mCustomShaderData);
|
||||
}
|
||||
|
||||
// If we're instanced then don't render yet.
|
||||
if ( mat->isInstanced() )
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue