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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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@ -402,7 +402,7 @@ public:
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/// </summary>
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/// <returns>the PostEffect object</returns>
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PostEffect* getProbeArrayEffect();
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U32 getProbeTexSize();
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/// <summary>
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/// Finds the associated cubemap array slot for the incoming ProbeInfo and updates the array's texture(s) from it
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/// </summary>
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