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method to make sure we're not getting pixel shader inputs mixed with outputs.
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4 changed files with 12 additions and 5 deletions
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@ -1159,10 +1159,9 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
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GFX->drawPrimitive(0);
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// Ensure these two textures are bound to the pixel shader input on the second run as they are used as pixel shader outputs (render targets).
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GFX->setTexture(1, NULL); //mDepthBuffer
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GFX->setTexture(2, NULL); //mFrontBuffer
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GFX->updateStates(); //update the dirty texture state we set above
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// Ensure these two textures are NOT bound to the pixel shader input on the second run as they are used as pixel shader outputs (render targets).
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GFX->clearTextureStateImmediate(1); //mDepthBuffer
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GFX->clearTextureStateImmediate(2); //mFrontBuffer
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}
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void VolumetricFog::reflect_render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
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