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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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@ -71,7 +71,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
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mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
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mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
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GFX->setActiveRenderTarget(mTarget);
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GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);
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GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 0.0f, 0);
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const bool bUseSinglePassDPM = (p->shadowType == ShadowType_DualParaboloidSinglePass);
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