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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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@ -1104,7 +1104,7 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
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z_buf->attachTexture(GFXTextureTarget::Color0, mDepthBuffer);
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GFX->setActiveRenderTarget(z_buf);
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GFX->clear(GFXClearStencil | GFXClearTarget , ColorI(0,0,0,0), 1.0f, 0);
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GFX->clear(GFXClearStencil | GFXClearTarget , ColorI(0,0,0,0), 0.0f, 0);
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GFX->drawPrimitive(0);
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z_buf->resolve();
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@ -1112,7 +1112,7 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
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//render frontside to target mFrontBuffer
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z_buf->attachTexture(GFXTextureTarget::DepthStencil, GFXTextureTarget::sDefaultDepthStencil);
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z_buf->attachTexture(GFXTextureTarget::Color0, mFrontBuffer);
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GFX->clear(GFXClearStencil | GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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GFX->clear(GFXClearStencil | GFXClearTarget, ColorI(0, 0, 0, 0), 0.0f, 0);
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GFX->setStateBlock(mStateblock_preF);
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