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Merge branch 'development' of https://github.com/GarageGames/Torque3D into development

Areloch 9 ani în urmă
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2659908771

+ 1 - 1
Engine/source/math/mBox.h

@@ -415,7 +415,7 @@ inline void Box3F::extend(const Point3F & p)
 #define EXTEND_AXIS(AXIS)    \
 if (p.AXIS < minExtents.AXIS)       \
    minExtents.AXIS = p.AXIS;        \
-else if (p.AXIS > maxExtents.AXIS)  \
+if (p.AXIS > maxExtents.AXIS)  \
    maxExtents.AXIS = p.AXIS;
 
    EXTEND_AXIS(x)

+ 9 - 5
Templates/Empty/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -39,9 +39,11 @@ new GFXStateBlockData( AL_VectorLightState )
    mSamplerNames[0] = "prePassBuffer";
    samplerStates[1] = SamplerClampPoint;  // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
    mSamplerNames[1] = "shadowMap";
-   samplerStates[2] = SamplerClampLinear;  // SSAO Mask
-   mSamplerNames[2] = "ssaoMask";
-   samplerStates[3] = SamplerWrapPoint;   // Random Direction Map
+   samplerStates[2] = SamplerClampPoint;  // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
+   mSamplerNames[2] = "dynamicShadowMap";
+   samplerStates[3] = SamplerClampLinear;  // SSAO Mask
+   mSamplerNames[3] = "ssaoMask";
+   samplerStates[4] = SamplerWrapPoint;   // Random Direction Map
    
    cullDefined = true;
    cullMode = GFXCullNone;
@@ -114,8 +116,10 @@ new GFXStateBlockData( AL_ConvexLightState )
    mSamplerNames[0] = "prePassBuffer";
    samplerStates[1] = SamplerClampPoint;  // Shadow Map (Do not use linear, these are perspective projections)
    mSamplerNames[1] = "shadowMap";
-   samplerStates[2] = SamplerClampLinear; // Cookie Map   
-   samplerStates[3] = SamplerWrapPoint;   // Random Direction Map
+   samplerStates[2] = SamplerClampPoint;  // Shadow Map (Do not use linear, these are perspective projections)
+   mSamplerNames[2] = "dynamicShadowMap";
+   samplerStates[3] = SamplerClampLinear; // Cookie Map   
+   samplerStates[4] = SamplerWrapPoint;   // Random Direction Map
    
    cullDefined = true;
    cullMode = GFXCullCW;