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Merge branch 'alpha40DynShadowRefreshRedux' of https://github.com/Azaezel/Torque3D into Preview4_0

Areloch 6 лет назад
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Сommit
6b6e5b6ca2

+ 1 - 1
Engine/source/T3D/lightBase.cpp

@@ -99,7 +99,7 @@ void LightBase::initPersistFields()
       addField( "brightness", TypeF32, Offset( mBrightness, LightBase ), "Adjusts the lights power, 0 being off completely." );      
       addField( "castShadows", TypeBool, Offset( mCastShadows, LightBase ), "Enables/disabled shadow casts by this light." );
       addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
-      addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
+      addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)");
       addField( "priority", TypeF32, Offset( mPriority, LightBase ), "Used for sorting of lights by the light manager. "
 		  "Priority determines if a light has a stronger effect than, those with a lower value" );
 

+ 2 - 2
Engine/source/T3D/lightDescription.cpp

@@ -97,7 +97,7 @@ void LightDescription::initPersistFields()
       addField( "range", TypeF32, Offset( range, LightDescription ), "Controls the size (radius) of the light" );
       addField( "castShadows", TypeBool, Offset( castShadows, LightDescription ), "Enables/disabled shadow casts by this light." );
       addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightDescription ), "static shadow refresh rate (milliseconds)" );
-      addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightDescription ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
+      addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightDescription ), "dynamic shadow refresh rate (milliseconds)");
 
    endGroup( "Light" );
 
@@ -278,4 +278,4 @@ DefineEngineMethod( LightDescription, apply, void, (),,
 //ConsoleMethod( LightDescription, apply, void, 2, 2, "force an inspectPostApply for the benefit of tweaking via the console" )
 //{
 //   object->inspectPostApply();
-//}
+//}

+ 2 - 2
Engine/source/environment/scatterSky.cpp

@@ -379,7 +379,7 @@ void ScatterSky::initPersistFields()
          "Enables/disables shadows cast by objects due to ScatterSky light." );
 
       addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, ScatterSky), "static shadow refresh rate (milliseconds)");
-      addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, ScatterSky), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
+      addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, ScatterSky), "dynamic shadow refresh rate (milliseconds)");
 
       addField( "brightness", TypeF32, Offset( mBrightness, ScatterSky ),
          "The brightness of the ScatterSky's light object." );
@@ -1451,4 +1451,4 @@ DefineEngineMethod( ScatterSky, applyChanges, void, (),,
                   )
 {
    object->inspectPostApply();
-}
+}

+ 1 - 1
Engine/source/environment/sun.cpp

@@ -168,7 +168,7 @@ void Sun::initPersistFields()
          "Enables/disables shadows cast by objects due to Sun light");    
 
       addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
-      addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
+      addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
 
    endGroup( "Lighting" );
 

+ 1 - 2
Engine/source/lighting/shadowMap/lightShadowMap.cpp

@@ -316,11 +316,10 @@ void LightShadowMap::render(RenderPassManager* renderPass,
    }
     mStaticRefreshTimer->reset();
 
-    /* TODO: find out why this is causing issue with translucent objects
+    
     if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq()))
         return;
     mDynamicRefreshTimer->reset();
-    */
 
    mDebugTarget.setTexture( NULL );
    _render( renderPass, diffuseState );