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
This commit is contained in:
Areloch 2020-08-28 01:57:06 -05:00
parent 31039de2cf
commit ae70cccfde
8 changed files with 125 additions and 44 deletions

View file

@ -370,18 +370,16 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
if (sceneColorTargetRef.isNull())
return;
GFXTextureTargetRef lightingTargetRef = GFX->allocRenderToTextureTarget();
if (lightingTargetRef.isNull())
return;
if (mLightingTargetRef.isNull())
mLightingTargetRef = GFX->allocRenderToTextureTarget();
//Do a quick pass to update our probes if they're dirty
//PROBEMGR->updateDirtyProbes();
lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
mLightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
GFX->pushActiveRenderTarget();
GFX->setActiveRenderTarget(lightingTargetRef);
GFX->setActiveRenderTarget(mLightingTargetRef);
GFX->setViewport(sceneColorTargetRef->getViewport());