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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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@ -455,7 +455,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
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lightPosSS *= oneOverViewportExtent;
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lightPosSS = (lightPosSS * 2.0f) - Point3F::One;
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lightPosSS.y = -lightPosSS.y;
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lightPosSS.z = 0.0f;
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lightPosSS.z = 1.0f;
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// Determine the center of the current projection so we can converge there
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Point3F centerProj(0);
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