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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development-gg' into epoxy
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commit
fddc00b39b
1321 changed files with 92005 additions and 42431 deletions
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@ -513,9 +513,6 @@ inline GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32
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case GFXTriangleStrip :
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return 2 + primitiveCount;
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break;
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case GFXTriangleFan :
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return 2 + primitiveCount;
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break;
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default:
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AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
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break;
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@ -789,7 +786,8 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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shaderData->registerObject();
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mGenericShader[GSColor] = shaderData->getShader();
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mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
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mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle( "$modelView" );
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mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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shaderData = new ShaderData();
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shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/modColorTextureV.glsl");
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@ -799,7 +797,8 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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shaderData->registerObject();
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mGenericShader[GSModColorTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
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mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle( "$modelView" );
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mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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shaderData = new ShaderData();
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shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/addColorTextureV.glsl");
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@ -809,7 +808,8 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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shaderData->registerObject();
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mGenericShader[GSAddColorTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
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mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle( "$modelView" );
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mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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shaderData = new ShaderData();
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shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/textureV.glsl");
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@ -820,6 +820,7 @@ void GFXGLDevice::setupGenericShaders( GenericShaderType type )
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mGenericShader[GSTexture] = shaderData->getShader();
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mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
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mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle( "$modelView" );
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Sim::getRootGroup()->addObject(shaderData);
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}
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MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
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