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https://github.com/TorqueGameEngines/Torque3D.git
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more gfx shadowvar cleanups
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parent
577e16ec10
commit
68da3176c9
4 changed files with 9 additions and 9 deletions
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@ -350,7 +350,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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if (fd.features.hasFeature(MFT_DetailNormalMap))
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{
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Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
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bumpMap = (Var*)LangElement::find("detailBumpMap");
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if (!bumpMap) {
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bumpMap = new Var;
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bumpMap->setType("sampler2D");
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@ -367,7 +367,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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{
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Var *bumpMap = (Var*)LangElement::find( "detailBumpMap" );
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bumpMap = (Var*)LangElement::find( "detailBumpMap" );
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if ( !bumpMap )
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{
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bumpMap = new Var;
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@ -378,7 +378,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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bumpMap->constNum = Var::getTexUnitNum();
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}
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Var* bumpMapTex = (Var*)LangElement::find("detailBumpMap");
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bumpMapTex = (Var*)LangElement::find("detailBumpMap");
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if (!bumpMapTex)
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{
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bumpMap->setType("SamplerState");
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@ -254,7 +254,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
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for (U32 i = 0; i < mNumSplits; i++)
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{
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GFXTransformSaver saver;
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GFXTransformSaver splitSaver;
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// Calculate a sub-frustum
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Frustum subFrustum(fullFrustum);
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