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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Catches the remaining prepass to deferred changes on the engine side.
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commit
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10 changed files with 73 additions and 73 deletions
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@ -185,12 +185,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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FEATUREMGR->unregisterFeature( MFT_SubSurface );
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// First look for the deferred bin...
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RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
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RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
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/*
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// If you would like to use forward shading, and have a linear depth pre-pass
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// than un-comment this code block.
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if ( !prePassBin )
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if ( !deferredBin )
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{
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Vector<GFXFormat> formats;
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formats.push_back( GFXFormatR32F );
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@ -204,12 +204,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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// Uncomment this for a no-color-write z-fill pass.
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//linearDepthFormat = GFXFormat_COUNT;
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prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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prePassBin->registerObject();
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rpm->addManager( prePassBin );
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deferredBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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deferredBin->registerObject();
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rpm->addManager( deferredBin );
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}
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*/
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mDeferredRenderBin = prePassBin;
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mDeferredRenderBin = deferredBin;
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// If there is a deferred bin
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MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );
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