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shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)
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12 changed files with 180 additions and 198 deletions
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@ -487,14 +487,20 @@ void ProcessedMaterial::_setStageData()
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inputKey[0] = mMaterial->mSmoothnessChan[i];
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inputKey[1] = mMaterial->mAOChan[i];
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inputKey[2] = mMaterial->mMetalChan[i];
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inputKey[3] = mMaterial->mGlowChan[i];
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inputKey[3] = 0;
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mStages[i].setTex(MFT_PBRConfigMap, _createCompositeTexture(mMaterial->mRoughMapFilename[i], mMaterial->mAOMapFilename[i],
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mMaterial->mMetalMapFilename[i], mMaterial->mGlowMapFilename[i],
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mMaterial->mMetalMapFilename[i], "",
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inputKey, profile));
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if (!mStages[i].getTex(MFT_PBRConfigMap))
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mMaterial->logError("Failed to load PBR Config map %s for stage %i", _getTexturePath(mMaterial->mPBRConfigMapFilename[i]).c_str(), i);
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}
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}
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if (mMaterial->mGlowMapFilename[i].isNotEmpty())
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{
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mStages[i].setTex(MFT_GlowMap, _createTexture(mMaterial->mGlowMapFilename[i], &GFXStaticTextureProfile));
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if (!mStages[i].getTex(MFT_GlowMap))
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mMaterial->logError("Failed to load glow map %s for stage %i", _getTexturePath(mMaterial->mGlowMapFilename[i]).c_str(), i);
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}
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}
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mMaterial->mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject(mMaterial->mCubemapName));
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