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specify samplerstates for all input textures to resolve odd 'edgeing' effect on skylights
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1 changed files with 11 additions and 0 deletions
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@ -341,6 +341,17 @@ singleton GFXStateBlockData( PFX_ReflectionProbeArrayStateBlock )
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zDefined = true;
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zDefined = true;
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zEnable = false;
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zEnable = false;
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zWriteEnable = false;
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zWriteEnable = false;
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint;
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samplerStates[1] = SamplerClampPoint;
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samplerStates[2] = SamplerClampPoint;
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samplerStates[3] = SamplerClampPoint;
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samplerStates[4] = SamplerClampLinear;
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samplerStates[5] = SamplerClampLinear;
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samplerStates[6] = SamplerClampLinear;
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samplerStates[7] = SamplerClampLinear;
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};
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};
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singleton PostEffect( reflectionProbeArrayPostFX )
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singleton PostEffect( reflectionProbeArrayPostFX )
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