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emissive to recivesShadows
now we've got a glow mask and multiplier, ditch the emissive flag in favor of a proper recivesShadows
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20 changed files with 70 additions and 114 deletions
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@ -254,7 +254,7 @@ BaseMatInstance * MaterialManager::createMeshDebugMatInstance(const LinearColorF
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debugMat = allocateAndRegister( meshDebugStr );
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debugMat->mDiffuse[0] = meshColor;
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debugMat->mEmissive[0] = true;
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debugMat->mReceiveShadows[0] = false;
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}
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BaseMatInstance *debugMatInstance = NULL;
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