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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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@ -129,7 +129,7 @@ void RenderFormatToken::process(SceneRenderState *state, RenderPassStateBin *cal
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GFX->setViewport( mTarget.getViewport() );
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// Clear
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GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, gCanvasClearColor, 1.0f, 0);
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GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, gCanvasClearColor, 0.0f, 0);
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// Set active z target on render pass
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if(mTargetDepthStencilTexture[mTargetChainIdx].isValid())
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