Catches the remaining prepass to deferred changes on the engine side.

This commit is contained in:
Areloch 2017-05-14 18:28:17 -05:00
parent e1d66d1bb9
commit ec3806bb0a
10 changed files with 73 additions and 73 deletions

View file

@ -185,12 +185,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
FEATUREMGR->unregisterFeature( MFT_SubSurface );
// First look for the deferred bin...
RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
/*
// If you would like to use forward shading, and have a linear depth pre-pass
// than un-comment this code block.
if ( !prePassBin )
if ( !deferredBin )
{
Vector<GFXFormat> formats;
formats.push_back( GFXFormatR32F );
@ -204,12 +204,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
// Uncomment this for a no-color-write z-fill pass.
//linearDepthFormat = GFXFormat_COUNT;
prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
prePassBin->registerObject();
rpm->addManager( prePassBin );
deferredBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
deferredBin->registerObject();
rpm->addManager( deferredBin );
}
*/
mDeferredRenderBin = prePassBin;
mDeferredRenderBin = deferredBin;
// If there is a deferred bin
MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );