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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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122 changed files with 641 additions and 641 deletions
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@ -288,9 +288,9 @@ void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockD
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}
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}
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// The prepass will take care of writing to the
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// The deferred will take care of writing to the
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// zbuffer, so we don't have to by default.
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if ( MATMGR->getPrePassEnabled() &&
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if ( MATMGR->getDeferredEnabled() &&
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!mFeatures.hasFeature(MFT_ForwardShading))
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result.setZReadWrite( result.zEnable, false );
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@ -350,7 +350,7 @@ U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
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if ( sceneState && sceneState->isReflectPass() )
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currState |= RenderPassData::STATE_REFLECT;
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if ( sgData.binType != SceneData::PrePassBin &&
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if ( sgData.binType != SceneData::DeferredBin &&
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mMaterial->isTranslucent() )
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currState |= RenderPassData::STATE_TRANSLUCENT;
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