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Merge pull request #563 from Bloodknight/Minor_Module_Fixes
replace new with singleton to fix cannot re-declare object log file …
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commit
ad5d0b6d1b
4 changed files with 9 additions and 9 deletions
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@ -75,7 +75,7 @@ singleton shaderData( AL_VectorLightShader )
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pixVersion = 3.0;
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};
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new CustomMaterial( AL_VectorLightMaterial )
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singleton CustomMaterial( AL_VectorLightMaterial )
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{
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shader = AL_VectorLightShader;
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stateBlock = AL_VectorLightState;
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@ -149,7 +149,7 @@ singleton shaderData( AL_PointLightShader )
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pixVersion = 3.0;
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};
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new CustomMaterial( AL_PointLightMaterial )
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singleton CustomMaterial( AL_PointLightMaterial )
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{
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shader = AL_PointLightShader;
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stateBlock = AL_ConvexLightState;
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@ -186,7 +186,7 @@ singleton shaderData( AL_SpotLightShader )
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pixVersion = 3.0;
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};
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new CustomMaterial( AL_SpotLightMaterial )
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singleton CustomMaterial( AL_SpotLightMaterial )
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{
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shader = AL_SpotLightShader;
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stateBlock = AL_ConvexLightState;
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@ -205,7 +205,7 @@ new CustomMaterial( AL_SpotLightMaterial )
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/// This material is used for generating deferred
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/// materials for objects that do not have materials.
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new Material( AL_DefaultDeferredMaterial )
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singleton Material( AL_DefaultDeferredMaterial )
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{
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// We need something in the first pass else it
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// won't create a proper material instance.
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@ -219,7 +219,7 @@ new Material( AL_DefaultDeferredMaterial )
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/// This material is used for generating shadow
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/// materials for objects that do not have materials.
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new Material( AL_DefaultShadowMaterial )
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singleton Material( AL_DefaultShadowMaterial )
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{
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// We need something in the first pass else it
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// won't create a proper material instance.
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@ -255,7 +255,7 @@ singleton shaderData( AL_ParticlePointLightShader )
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pixVersion = 3.0;
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};
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new CustomMaterial( AL_ParticlePointLightMaterial )
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singleton CustomMaterial( AL_ParticlePointLightMaterial )
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{
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shader = AL_ParticlePointLightShader;
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stateBlock = AL_ConvexLightState;
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@ -1,4 +1,4 @@
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new TerrainMaterial()
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singleton TerrainMaterial()
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{
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diffuseSize = "200";
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detailSize = "10";
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@ -11,7 +11,7 @@ singleton Material(TerrainFX_@)
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impactSoundId = "0";
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};
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new TerrainMaterial(@)
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singleton TerrainMaterial(@)
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{
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internalName = "@";
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diffuseMap = "";
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@ -34,7 +34,7 @@ singleton shaderData( AL_ShadowVisualizeShader )
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pixVersion = 2.0;
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};
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new CustomMaterial( AL_ShadowVisualizeMaterial )
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singleton CustomMaterial( AL_ShadowVisualizeMaterial )
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{
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shader = AL_ShadowVisualizeShader;
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stateBlock = AL_DepthVisualizeState;
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