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get probes displaying with low Texture quality
refactored detection of texture sizes for cubemaps removed the assumption that if we give U32 GFXTextureManager::getTextureDownscalePower( GFXTextureProfile *profile ) no profile, it should go right ahead and downscale anyway sniped the downscaling strings in the resulting U32 getProbeTexSize(); and void setCubeTexSize(const U32 cubemapFaceSize); until sucj time as we can properly follow up all possible combinations of shiping in one scale, and a customer choosing to use lower resolution textures as the current result is a hard shutoff entirely
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7 changed files with 61 additions and 55 deletions
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@ -127,7 +127,10 @@ protected:
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public:
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GFXCubemapArray() :mNumCubemaps(0), mSize(0), mMipMapLevels(0), mFormat(GFXFormat_FIRST) {}
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virtual ~GFXCubemapArray() {};
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/// Initialize from an array of cubemaps
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void setCubeTexSize(GFXCubemapHandle* cubemaps);
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void setCubeTexSize(const U32 cubemapFaceSize);
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virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) = 0;
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/// Initialize cubemapCount number of blank cubemaps in the array
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virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) = 0;
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