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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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@ -321,7 +321,7 @@ void RenderDeferredMgr::render( SceneRenderState *state )
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const bool isRenderingToTarget = _onPreRender(state);
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// Clear z-buffer and g-buffer.
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GFX->clear(GFXClearZBuffer | GFXClearStencil, LinearColorF::ZERO, 1.0f, 0);
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GFX->clear(GFXClearZBuffer | GFXClearStencil, LinearColorF::ZERO, 0.0f, 0);
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GFX->clearColorAttachment(0, LinearColorF::ONE);//normdepth
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GFX->clearColorAttachment(1, LinearColorF::ZERO);//albedo
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GFX->clearColorAttachment(2, LinearColorF::ZERO);//matinfo
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