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https://github.com/TorqueGameEngines/Torque3D.git
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Removed test custom shader bindings until memleak is corrected.
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8196ad9d32
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@ -330,7 +330,7 @@ bool TSStatic::onAdd()
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mCubeReflector.unregisterReflector();
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if ( reflectorDesc )
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mCubeReflector.registerReflector( this, reflectorDesc );
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mCubeReflector.registerReflector( this, reflectorDesc );
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}
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_updateShouldTick();
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@ -690,32 +690,6 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
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// Acculumation
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rdata.setAccuTex(mAccuTex);
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//Various arbitrary shader render bits to add
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if (mCustomShaderBinds.empty())
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{
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CustomShaderBindingData minBnds;
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minBnds.setFloat3(StringTable->insert("objectBoundsMin"), getWorldBox().minExtents);
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mCustomShaderBinds.push_back(minBnds);
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CustomShaderBindingData maxBnds;
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maxBnds.setFloat3(StringTable->insert("objectBoundsMax"), getWorldBox().maxExtents);
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mCustomShaderBinds.push_back(maxBnds);
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CustomShaderBindingData colorMin;
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colorMin.setFloat3(StringTable->insert("colorMin"), Point3F(1,0,0));
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mCustomShaderBinds.push_back(colorMin);
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CustomShaderBindingData colorMax;
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colorMax.setFloat3(StringTable->insert("colorMax"), Point3F(0, 1, 0));
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mCustomShaderBinds.push_back(colorMax);
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}
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if (!mCustomShaderBinds.empty())
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{
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for(U32 i=0; i < mCustomShaderBinds.size(); i++)
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rdata.addCustomShaderBinding(mCustomShaderBinds[i]);
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}
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// If we have submesh culling enabled then prepare
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// the object space frustum to pass to the shape.
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Frustum culler;
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@ -203,8 +203,6 @@ protected:
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F32 mRenderNormalScalar;
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S32 mForceDetail;
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Vector<CustomShaderBindingData> mCustomShaderBinds;
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public:
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TSStatic();
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