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https://github.com/TorqueGameEngines/Torque3D.git
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Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager Remove deprecated references to dynamicShadowMap in light materials Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on Added GLSL version of Viz_SurfaceProperties so it works on both APIs
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8 changed files with 125 additions and 44 deletions
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@ -370,18 +370,16 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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if (sceneColorTargetRef.isNull())
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return;
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GFXTextureTargetRef lightingTargetRef = GFX->allocRenderToTextureTarget();
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if (lightingTargetRef.isNull())
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return;
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if (mLightingTargetRef.isNull())
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mLightingTargetRef = GFX->allocRenderToTextureTarget();
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//Do a quick pass to update our probes if they're dirty
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//PROBEMGR->updateDirtyProbes();
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lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
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mLightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget(lightingTargetRef);
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GFX->setActiveRenderTarget(mLightingTargetRef);
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GFX->setViewport(sceneColorTargetRef->getViewport());
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