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clamp spot angle to 179,
up custommaterial inputs to 16 add Material::PhotometricMask:handling to processedcustommaterial and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
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4d1395dd57
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4 changed files with 5 additions and 4 deletions
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@ -132,7 +132,7 @@ void SpotLight::_conformLights()
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mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
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mLight->setPriority( mPriority );
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mOuterConeAngle = getMax( 0.01f, mOuterConeAngle );
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mOuterConeAngle = getMin(getMax( 0.01f, mOuterConeAngle ),179.0f);
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mInnerConeAngle = getMin( mInnerConeAngle, mOuterConeAngle );
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mLight->setInnerConeAngle( mInnerConeAngle );
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@ -399,9 +399,9 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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sunLight->getCastShadows() &&
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!disableShadows &&
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sunLight->getExtended<ShadowMapParams>() )
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vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM );
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vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM,false,false );
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else
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vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None );
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vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None, false, false);
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// Initialize and set the per-frame parameters after getting
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// the vector light material as we use lazy creation.
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@ -71,7 +71,7 @@ public:
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//-----------------------------------------------------------------------
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enum Constants
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{
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MAX_TEX_PER_PASS = 8, ///< Number of textures per pass
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MAX_TEX_PER_PASS = 16, ///< Number of textures per pass
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MAX_STAGES = 4,
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NUM_EFFECT_COLOR_STAGES = 2, ///< Number of effect color definitions for transitioning effects.
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};
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@ -361,6 +361,7 @@ void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const S
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break;
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case Material::Mask:
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case Material::PhotometricMask:
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case Material::Standard:
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case Material::Bump:
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case Material::Detail:
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