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Catches the remaining prepass to deferred changes on the engine side.
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10 changed files with 73 additions and 73 deletions
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@ -119,7 +119,7 @@ bool RenderImposterMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
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return true;
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}
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void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred )
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void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *deferredBin, bool startDeferred )
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{
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PROFILE_SCOPE( RenderImposterMgr_RenderDeferred );
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@ -128,10 +128,10 @@ void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDe
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GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderDeferred, ColorI::RED );
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_innerRender( state, prePassBin );
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_innerRender( state, deferredBin );
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}
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void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin )
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void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *deferredBin )
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{
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PROFILE_SCOPE( RenderImposterMgr_InnerRender );
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@ -219,7 +219,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDefer
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// list changes.
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SceneData sgData;
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sgData.init( state, prePassBin ? SceneData::DeferredBin : SceneData::RegularBin );
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sgData.init( state, deferredBin ? SceneData::DeferredBin : SceneData::RegularBin );
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sgData.lights[0] = LIGHTMGR->getDefaultLight();
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// TODO: I should rework this loop to generate the VB first then
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@ -232,7 +232,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDefer
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for ( U32 i=0; i < binSize; )
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{
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currMat = static_cast<ImposterBaseRenderInst*>( mElementList[i].inst )->mat;
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setupMat = prePassBin ? prePassBin->getDeferredMaterial( currMat ) : currMat;
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setupMat = deferredBin ? deferredBin->getDeferredMaterial( currMat ) : currMat;
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// TODO: Fix MatInstance to take a const SceneRenderState!
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while ( setupMat->setupPass( (SceneRenderState*)state, sgData ) )
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