mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 20:10:32 +00:00
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)
This commit is contained in:
parent
4d1395dd57
commit
c7cc86b357
4 changed files with 5 additions and 4 deletions
|
|
@ -399,9 +399,9 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
|
|||
sunLight->getCastShadows() &&
|
||||
!disableShadows &&
|
||||
sunLight->getExtended<ShadowMapParams>() )
|
||||
vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM );
|
||||
vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM,false,false );
|
||||
else
|
||||
vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None );
|
||||
vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None, false, false);
|
||||
|
||||
// Initialize and set the per-frame parameters after getting
|
||||
// the vector light material as we use lazy creation.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue