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Implement Singlepass Terrain Render
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parent
49a8c0ad36
commit
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35 changed files with 1658 additions and 951 deletions
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@ -52,6 +52,7 @@
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#include "T3D/physics/physicsBody.h"
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#include "T3D/physics/physicsCollision.h"
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#include "console/engineAPI.h"
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#include "core/util/safeRelease.h"
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#include "T3D/assets/TerrainMaterialAsset.h"
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using namespace Torque;
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@ -203,7 +204,11 @@ TerrainBlock::TerrainBlock()
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mScreenError( 16 ),
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mCastShadows( true ),
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mZoningDirty( false ),
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mUpdateBasetex ( true )
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mUpdateBasetex ( true ),
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mDetailTextureArray( NULL ),
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mMacroTextureArray( NULL ),
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mOrmTextureArray( NULL ),
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mNormalTextureArray( NULL )
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{
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mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
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mNetFlags.set(Ghostable | ScopeAlways);
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@ -231,6 +236,11 @@ TerrainBlock::~TerrainBlock()
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editor->detachTerrain(this);
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#endif
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deleteZodiacPrimitiveBuffer();
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SAFE_RELEASE(mDetailTextureArray);
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SAFE_RELEASE(mMacroTextureArray);
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SAFE_RELEASE(mNormalTextureArray);
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SAFE_RELEASE(mOrmTextureArray);
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}
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void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )
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