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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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@ -234,7 +234,7 @@ void ImposterCapture::_renderToTexture( GFXTexHandle texHandle, GBitmap *outBitm
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mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuffer );
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GFX->setActiveRenderTarget( mRenderTarget );
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GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, color, 1.0f, 0 );
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GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, color, 0.0f, 0 );
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mShapeInstance->render( mRData, mDl, 1.0f );
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