Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor

This commit is contained in:
marauder2k7 2024-02-24 14:42:53 +00:00
commit d9fd3375da
9 changed files with 61 additions and 30 deletions

View file

@ -132,7 +132,7 @@ void SpotLight::_conformLights()
mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
mLight->setPriority( mPriority );
mOuterConeAngle = getMax( 0.01f, mOuterConeAngle );
mOuterConeAngle = getMin(getMax( 0.01f, mOuterConeAngle ),179.0f);
mInnerConeAngle = getMin( mInnerConeAngle, mOuterConeAngle );
mLight->setInnerConeAngle( mInnerConeAngle );

View file

@ -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.

View file

@ -71,7 +71,7 @@ public:
//-----------------------------------------------------------------------
enum Constants
{
MAX_TEX_PER_PASS = 8, ///< Number of textures per pass
MAX_TEX_PER_PASS = 16, ///< Number of textures per pass
MAX_STAGES = 4,
NUM_EFFECT_COLOR_STAGES = 2, ///< Number of effect color definitions for transitioning effects.
};

View file

@ -360,6 +360,7 @@ void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const S
break;
case Material::Mask:
case Material::PhotometricMask:
case Material::Standard:
case Material::Bump:
case Material::Detail: