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Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution. -Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms. -Corrects alignment of texture type details array.
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37 changed files with 91 additions and 57 deletions
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@ -531,7 +531,7 @@ void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum
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// Clear the current viewport area
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GFX->setViewport(targetRect);
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GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, canvasClearColor, 1.0f, 0);
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GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, canvasClearColor, 0.0f, 0);
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// Make sure we have a clean matrix state
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// before we start rendering anything!
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@ -555,7 +555,7 @@ void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum
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GFXTargetRef origTarget = GFX->getActiveRenderTarget();
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// Clear the zBuffer so GUI doesn't hose object rendering accidentally
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GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
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GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 0.0f, 0);
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GFX->setFrustum(frustum);
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MatrixF mSaveProjection = GFX->getProjectionMatrix();
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