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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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@ -80,7 +80,7 @@ void SingleLightShadowMap::_render( RenderPassManager* renderPass,
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mTarget->attachTexture( GFXTextureTarget::DepthStencil,
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_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
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GFX->setActiveRenderTarget(mTarget);
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GFX->clear(GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0);
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GFX->clear(GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 0.0f, 0);
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SceneManager* sceneManager = diffuseState->getSceneManager();
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