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more gfx shadowvar cleanups

Azaezel 7 rokov pred
rodič
commit
33ebe34440

+ 1 - 1
Engine/source/lighting/advanced/glsl/advancedLightingFeaturesGLSL.cpp

@@ -350,7 +350,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
 
          if (fd.features.hasFeature(MFT_DetailNormalMap))
          {
-            Var *bumpMap = (Var*)LangElement::find("detailBumpMap");
+            bumpMap = (Var*)LangElement::find("detailBumpMap");
             if (!bumpMap) {
                bumpMap = new Var;
                bumpMap->setType("sampler2D");

+ 2 - 2
Engine/source/lighting/advanced/hlsl/advancedLightingFeaturesHLSL.cpp

@@ -367,7 +367,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
 
          if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
          {
-            Var *bumpMap = (Var*)LangElement::find( "detailBumpMap" );
+            bumpMap = (Var*)LangElement::find( "detailBumpMap" );
             if ( !bumpMap )
             {
                bumpMap = new Var;
@@ -378,7 +378,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
                bumpMap->constNum = Var::getTexUnitNum();
             }
 
-            Var* bumpMapTex = (Var*)LangElement::find("detailBumpMap");
+            bumpMapTex = (Var*)LangElement::find("detailBumpMap");
             if (!bumpMapTex)
             {
                bumpMap->setType("SamplerState");

+ 1 - 1
Engine/source/lighting/shadowMap/pssmLightShadowMap.cpp

@@ -254,7 +254,7 @@ void PSSMLightShadowMap::_render(   RenderPassManager* renderPass,
 
    for (U32 i = 0; i < mNumSplits; i++)
    {
-      GFXTransformSaver saver;
+      GFXTransformSaver splitSaver;
 
       // Calculate a sub-frustum
       Frustum subFrustum(fullFrustum);

+ 5 - 5
Engine/source/materials/processedShaderMaterial.cpp

@@ -531,9 +531,9 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
    ShaderRenderPassData passData;
    U32 texIndex = 0;
 
-   for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
+   for( U32 featureIDx=0; featureIDx < FEATUREMGR->getFeatureCount(); featureIDx++ )
    {
-      const FeatureInfo &info = FEATUREMGR->getAt( i );
+      const FeatureInfo &info = FEATUREMGR->getAt(featureIDx);
       if ( !stageFeatures.features.hasFeature( *info.type ) ) 
          continue;
 
@@ -562,7 +562,7 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
 #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
       if(oldTexNumber != texIndex)
       {
-         for(int i = oldTexNumber; i < texIndex; i++)
+         for(int texNum = oldTexNumber; texNum < texIndex; texNum++)
          {
             AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
          }
@@ -579,9 +579,9 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
    }
 
 #if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
-   for(int i = 0; i < texIndex; i++)
+   for(int samplerIDx = 0; samplerIDx < texIndex; samplerIDx++)
    {
-      AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
+      AssertFatal(passData.mSamplerNames[samplerIDx].isNotEmpty(),"");
    }
 #endif