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https://github.com/TorqueGameEngines/Torque3D.git
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uninitialized variables-lighting
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@ -70,7 +70,7 @@ protected:
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GFXStateBlockRef mLitState[NUM_LIT_STATES][2];
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public:
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LightMatInstance(Material &mat) : Parent(mat), mLightMapParamsSC(NULL), mInternalPass(false) {}
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LightMatInstance(Material &mat) : Parent(mat), mLightMapParamsSC(NULL), mInternalPass(false), mSpecialLight(NULL) {}
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virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat );
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virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
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@ -63,6 +63,9 @@ AdvancedLightManager::AdvancedLightManager()
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{
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mLightBinManager = NULL;
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mLastShader = NULL;
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mLastConstants = NULL;
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mSpherePrimitiveCount = 0;
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mConePrimitiveCount = 0;
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mAvailableSLInterfaces = NULL;
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}
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@ -55,7 +55,7 @@ BlobShadow::BlobShadow(SceneObject* parentObject, LightInfo* light, TSShapeInsta
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mRadius = 0.0f;
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mLastRenderTime = 0;
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mDepthBias = -0.0002f;
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mInvShadowDistance = 1.0f;
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generateGenericShadowBitmap(smGenericShadowDim);
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setupStateBlocks();
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}
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@ -440,7 +440,8 @@ SceneLighting::SceneLighting(AvailableSLInterfaces* lightingInterfaces)
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mStartTime = 0;
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mFileName[0] = '\0';
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mSceneManager = NULL;
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sgTimeTemp = 0;
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sgTimeTemp2 = 0;
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// Registering vars more than once doesn't hurt anything.
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Con::addVariable("$sceneLighting::terminateLighting", TypeBool, &gTerminateLighting);
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Con::addVariable("$sceneLighting::lightingProgress", TypeF32, &gLightingProgress);
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@ -1084,4 +1085,4 @@ bool SceneLighting::ObjectProxy::setPersistInfo(PersistInfo::PersistChunk * chun
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{
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mChunkCRC = chunk->mChunkCRC;
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return(true);
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}
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}
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@ -64,8 +64,12 @@ F32 PSSMLightShadowMap::smSmallestVisiblePixelSize = 25.0f;
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PSSMLightShadowMap::PSSMLightShadowMap( LightInfo *light )
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: LightShadowMap( light ),
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mNumSplits( 1 )
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{
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mNumSplits( 1 ),
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mLogWeight(0.91f)
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{
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for (U32 i = 0; i <= MAX_SPLITS; i++) //% depth distance
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mSplitDist[i] = mPow(F32(i/MAX_SPLITS),2.0f);
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mIsViewDependent = true;
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}
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@ -52,7 +52,7 @@ class ShadowMapPass
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{
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public:
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ShadowMapPass() {} // Only called by ConsoleSystem
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ShadowMapPass() : mTimer(NULL), mLightManager(NULL), mShadowManager(NULL), mActiveLights(0), mPrevCamFov(90.0f) {} // Only called by ConsoleSystem
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ShadowMapPass(LightManager* LightManager, ShadowMapManager* ShadowManager);
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virtual ~ShadowMapPass();
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