mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 05:34:46 +00:00
review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
|
||
|---|---|---|
| .. | ||
| forcedMaterialMeshMgr.cpp | ||
| forcedMaterialMeshMgr.h | ||
| renderBinManager.cpp | ||
| renderBinManager.h | ||
| renderDeferredMgr.cpp | ||
| renderDeferredMgr.h | ||
| renderFormatChanger.cpp | ||
| renderFormatChanger.h | ||
| renderGlowMgr.cpp | ||
| renderGlowMgr.h | ||
| renderImposterMgr.cpp | ||
| renderImposterMgr.h | ||
| renderMeshMgr.cpp | ||
| renderMeshMgr.h | ||
| renderObjectMgr.cpp | ||
| renderObjectMgr.h | ||
| renderOcclusionMgr.cpp | ||
| renderOcclusionMgr.h | ||
| renderParticleMgr.cpp | ||
| renderParticleMgr.h | ||
| renderPassManager.cpp | ||
| renderPassManager.h | ||
| renderPassStateToken.cpp | ||
| renderPassStateToken.h | ||
| renderProbeMgr.cpp | ||
| renderProbeMgr.h | ||
| renderTerrainMgr.cpp | ||
| renderTerrainMgr.h | ||
| renderTexTargetBinManager.cpp | ||
| renderTexTargetBinManager.h | ||
| renderTranslucentMgr.cpp | ||
| renderTranslucentMgr.h | ||