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Diff Revisions 780 vs 781 for /trunk/Source Code/Rendering/Lighting/ShadowMapping/CascadedShadowMaps.cpp

Diff revisions: vs.
  @@ -34,7 +34,6 @@
34 34 _splitFrustumCornersVS.resize(8);
35 35 _horizBlur = 0;
36 36 _vertBlur = 0;
37 - _renderPolicy = MemoryManager_NEW RTDrawDescriptor(RenderTarget::defaultPolicy());
38 37
39 38 ResourceDescriptor shadowPreviewShader("fbPreview.Layered.LinearDepth.ESM.ScenePlanes");
40 39 shadowPreviewShader.setThreadedLoading(false);
  @@ -75,7 +74,6 @@
75 74 CascadedShadowMaps::~CascadedShadowMaps()
76 75 {
77 76 GFX_DEVICE.deallocateRT(_blurBuffer);
78 - MemoryManager::DELETE(_renderPolicy);
79 77 MemoryManager::DELETE(_shadowMatricesBuffer);
80 78 }
81 79
  @@ -129,11 +127,9 @@
129 127
130 128 RenderPassManager::PassParams params;
131 129 params.doPrePass = false;
132 - params.occlusionCull = false;
133 130 params.camera = _shadowCamera;
134 131 params.stage = RenderStage::SHADOW;
135 132 params.target = RenderTargetID(RenderTargetUsage::SHADOW, to_uint(getShadowMapType()));
136 - params.drawPolicy = _renderPolicy;
137 133 params.pass = passIdx;
138 134
139 135 renderState.getCameraMgr().pushActiveCamera(_shadowCamera);
  @@ -209,7 +205,7 @@
209 205 _shadowCamera->setProjection(UNIT_RECT * frustumSphereRadius,
210 206 clipPlanes,
211 207 true);
212 - _shadowMatrices[pass].set(viewMatrix * _shadowCamera->getProjectionMatrix());
208 + mat4<F32>::Multiply(viewMatrix, _shadowCamera->getProjectionMatrix(), _shadowMatrices[pass]);
213 209
214 210 // http://www.gamedev.net/topic/591684-xna-40---shimmering-shadow-maps/
215 211 F32 halfShadowMapSize = getDepthMap().getWidth() * 0.5f;