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Fix PrimBuild with non Fixed Function Pipeline.
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2 changed files with 13 additions and 0 deletions
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@ -868,6 +868,8 @@ public:
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/// Sets the current stateblock (actually activated in ::updateStates)
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/// Sets the current stateblock (actually activated in ::updateStates)
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virtual void setStateBlock( GFXStateBlock *block );
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virtual void setStateBlock( GFXStateBlock *block );
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GFXStateBlock* getStateBlock() { return mNewStateBlock; }
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/// This sets a stateblock directly from the description
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/// This sets a stateblock directly from the description
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/// structure. Its acceptable to use this for debug rendering
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/// structure. Its acceptable to use this for debug rendering
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/// and other low frequency rendering tasks.
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/// and other low frequency rendering tasks.
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@ -180,7 +180,18 @@ void end( bool useGenericShaders )
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}
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}
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if ( useGenericShaders )
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if ( useGenericShaders )
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{
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GFXStateBlock *currentBlock = GFX->getStateBlock();
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if (currentBlock && currentBlock->getDesc().samplersDefined)
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{
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if (currentBlock->getDesc().vertexColorEnable)
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GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
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GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
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else
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GFX->setupGenericShaders( GFXDevice::GSTexture );
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}
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else
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GFX->setupGenericShaders( GFXDevice::GSColor );
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}
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const GFXVertexPCT *srcVerts = mTempVertBuff.address();
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const GFXVertexPCT *srcVerts = mTempVertBuff.address();
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U32 numVerts = mCurVertIndex;
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U32 numVerts = mCurVertIndex;
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