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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Corrected the terrain issue caused by unwanted early-outing due to prior changes.
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parent
3a18819e1e
commit
a5b48225c7
1 changed files with 14 additions and 14 deletions
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@ -202,20 +202,20 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
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if ( isMeshInst || isDecalMeshInst )
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matInst = static_cast<MeshRenderInst*>(inst)->matInst;
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// Skip decals if they don't have normal maps.
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if (!matInst || isDecalMeshInst && !matInst->hasNormalMap())
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return;
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// If its a custom material and it refracts... skip it.
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if ( matInst->isCustomMaterial() &&
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static_cast<CustomMaterial*>( matInst->getMaterial() )->mRefract )
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return;
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// Make sure we got a prepass material.
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if ( matInst )
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if (matInst)
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{
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matInst = getPrePassMaterial( matInst );
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if ( !matInst || !matInst->isValid() )
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// Skip decals if they don't have normal maps.
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if (isDecalMeshInst && !matInst->hasNormalMap())
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return;
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// If its a custom material and it refracts... skip it.
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if (matInst->isCustomMaterial() &&
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static_cast<CustomMaterial*>(matInst->getMaterial())->mRefract)
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return;
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// Make sure we got a prepass material.
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matInst = getPrePassMaterial(matInst);
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if (!matInst || !matInst->isValid())
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return;
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}
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@ -240,7 +240,7 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
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elem.key = *((U32*)&invSortDistSq);
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// Next sort by pre-pass material if its a mesh... use the original sort key.
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if ( isMeshInst )
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if (isMeshInst && matInst)
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elem.key2 = matInst->getStateHint();
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else
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elem.key2 = originalKey;
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