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GFXStateBlockData new -> singleton

Marc Chapman 5 năm trước cách đây
mục cha
commit
40cdc29e0c

+ 2 - 2
Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs

@@ -22,7 +22,7 @@
 
 
 // Vector Light State
-new GFXStateBlockData( AL_VectorLightState )
+singleton GFXStateBlockData( AL_VectorLightState )
 {
    blendDefined = true;
    blendEnable = true;
@@ -102,7 +102,7 @@ new CustomMaterial( AL_VectorLightMaterial )
 //------------------------------------------------------------------------------
 
 // Convex-geometry light states
-new GFXStateBlockData( AL_ConvexLightState )
+singleton GFXStateBlockData( AL_ConvexLightState )
 {
    blendDefined = true;
    blendEnable = true;

+ 1 - 1
Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs

@@ -9,7 +9,7 @@ singleton ShaderData( DeferredColorShader )
    pixVersion = 2.0;   
 };
 
-new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
+singleton GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
 {        
    blendEnable = false; 
    

+ 4 - 4
Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs

@@ -34,7 +34,7 @@ $sequence = 16;
 
 
 // Common stateblock definitions
-new GFXSamplerStateData(SamplerClampLinear)
+singleton GFXSamplerStateData(SamplerClampLinear)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXAddressClamp;
@@ -45,7 +45,7 @@ new GFXSamplerStateData(SamplerClampLinear)
    mipFilter = GFXTextureFilterLinear;
 };
 
-new GFXSamplerStateData(SamplerClampPoint)
+singleton GFXSamplerStateData(SamplerClampPoint)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXAddressClamp;
@@ -56,7 +56,7 @@ new GFXSamplerStateData(SamplerClampPoint)
    mipFilter = GFXTextureFilterPoint;
 };
 
-new GFXSamplerStateData(SamplerWrapLinear)
+singleton GFXSamplerStateData(SamplerWrapLinear)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXTextureAddressWrap;
@@ -67,7 +67,7 @@ new GFXSamplerStateData(SamplerWrapLinear)
    mipFilter = GFXTextureFilterLinear;
 };
 
-new GFXSamplerStateData(SamplerWrapPoint)
+singleton GFXSamplerStateData(SamplerWrapPoint)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXTextureAddressWrap;

+ 1 - 1
Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-new GFXStateBlockData( ScatterSkySBData )
+singleton GFXStateBlockData( ScatterSkySBData )
 {
    cullMode = "GFXCullNone";
    

+ 1 - 1
Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs

@@ -45,7 +45,7 @@ singleton ShaderData( WaterShader )
    pixVersion = 3.0;
 };
 
-new GFXSamplerStateData(WaterSampler)
+singleton GFXSamplerStateData(WaterSampler)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXAddressWrap;

+ 2 - 2
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs

@@ -94,7 +94,7 @@ function toggleSpecMapViz( %enable )
       AL_SpecMapVisualize.disable();    
 }
 
-new GFXStateBlockData( AL_DepthVisualizeState )
+singleton GFXStateBlockData( AL_DepthVisualizeState )
 {
    zDefined = true;
    zEnable = false;
@@ -105,7 +105,7 @@ new GFXStateBlockData( AL_DepthVisualizeState )
    samplerStates[1] = SamplerClampLinear; // viz color lookup
 };
 
-new GFXStateBlockData( AL_DefaultVisualizeState )
+singleton GFXStateBlockData( AL_DefaultVisualizeState )
 {
    blendDefined = true;
    blendEnable = true;

+ 1 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs

@@ -1,4 +1,4 @@
-new GFXStateBlockData( Viz_DefaultVisualizeState )
+singleton GFXStateBlockData( Viz_DefaultVisualizeState )
 {
    /*alphaDefined = true;
    alphaTestEnable = true;