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@@ -315,20 +315,20 @@ void CubeReflector::updateReflection( const ReflectParams ¶ms )
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const GFXFormat reflectFormat = REFLECTMGR->getReflectFormat();
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if ( texResize ||
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- cubemap.isNull() ||
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- cubemap->getFormat() != reflectFormat )
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+ mCubemap.isNull() ||
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+ mCubemap->getFormat() != reflectFormat )
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{
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- cubemap = GFX->createCubemap();
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- cubemap->initDynamic( texDim, reflectFormat );
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+ mCubemap = GFX->createCubemap();
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+ mCubemap->initDynamic( texDim, reflectFormat );
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}
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- GFXTexHandle depthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
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+ mDepthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
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- if ( renderTarget.isNull() )
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- renderTarget = GFX->allocRenderToTextureTarget();
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+ if ( mRenderTarget.isNull() )
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+ mRenderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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- renderTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
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+ mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuff );
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F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
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@@ -407,8 +407,8 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx )
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GFX->setWorldMatrix(matView);
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GFX->clearTextureStateImmediate(0);
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- renderTarget->attachTexture( GFXTextureTarget::Color0, cubemap, faceidx );
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- GFX->setActiveRenderTarget( renderTarget );
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+ mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx );
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+ GFX->setActiveRenderTarget(mRenderTarget);
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );
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SceneRenderState reflectRenderState
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@@ -427,7 +427,7 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx )
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LIGHTMGR->unregisterAllLights();
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// Clean up.
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- renderTarget->resolve();
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+ mRenderTarget->resolve();
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}
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F32 CubeReflector::calcFaceScore( const ReflectParams ¶ms, U32 faceidx )
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@@ -746,18 +746,18 @@ void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
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MatrixF relCamTrans = invObjTrans * camTrans;
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MatrixF camReflectTrans = getCameraReflection( relCamTrans );
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- MatrixF camTrans = mObject->getRenderTransform() * camReflectTrans;
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- camTrans.inverse();
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+ MatrixF objTrans = mObject->getRenderTransform() * camReflectTrans;
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+ objTrans.inverse();
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- GFX->setWorldMatrix( camTrans );
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+ GFX->setWorldMatrix(objTrans);
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// use relative reflect transform for modelview since clip plane is in object space
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- camTrans = camReflectTrans;
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- camTrans.inverse();
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+ objTrans = camReflectTrans;
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+ objTrans.inverse();
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// set new projection matrix
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gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
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- MatrixF clipProj = getFrustumClipProj( camTrans );
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+ MatrixF clipProj = getFrustumClipProj(objTrans);
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GFX->setProjectionMatrix( clipProj );
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}
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else
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