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shadowmap validator tweaks
set the minimum range to draw a shadow to 25 units, and the max to 10k (context, default draw distance is 1k) 'double' the max texture size allowed to 8192^2 (was 4096^2) to allow folks to throw more machine at it if they really *really* wish to
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1 changed files with 4 additions and 3 deletions
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@ -585,7 +585,7 @@ void ShadowMapParams::_validate()
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// We apply the hardware specific limits during
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// shadow rendering.
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//
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U32 maxTexSize = 4096;
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U32 maxTexSize = 8192;
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if ( mLight->getType() == LightInfo::Vector )
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{
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@ -595,15 +595,16 @@ void ShadowMapParams::_validate()
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// based on the split count to keep the total
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// shadow texture size within 4096.
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if ( numSplits == 2 || numSplits == 4 )
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maxTexSize = 4096;
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maxTexSize = 8192;
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if ( numSplits == 3 )
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maxTexSize = 2048;
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maxTexSize = 4096;
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}
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else
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numSplits = 1;
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// Keep it in a valid range... less than 32 is dumb.
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texSize = mClamp( texSize, 32, maxTexSize );
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shadowDistance = mClamp(shadowDistance, 25.0f, 10000.0f);
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}
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LightShadowMap* ShadowMapParams::getOrCreateShadowMap()
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