*** empty log message ***
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@ -54,6 +54,7 @@ get_renderbuffer_type(int rtp) {
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switch(rtp) {
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case RTP_stencil: return RenderBuffer::T_stencil;
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case RTP_depth: return RenderBuffer::T_depth;
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case RTP_depth_stencil: return RenderBuffer::T_depth;
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case RTP_color: return RenderBuffer::T_color;
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case RTP_aux_rgba_0: return RenderBuffer::T_aux_rgba_0;
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case RTP_aux_rgba_1: return RenderBuffer::T_aux_rgba_1;
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@ -46,7 +46,6 @@ PUBLISHED:
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enum RenderTexturePlane {
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RTP_stencil=0,
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RTP_depth_stencil=1,
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RTP_depth=1,
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RTP_color,
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RTP_aux_rgba_0,
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RTP_aux_rgba_1,
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@ -60,6 +59,7 @@ PUBLISHED:
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RTP_aux_float_1,
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RTP_aux_float_2,
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RTP_aux_float_3,
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RTP_depth,
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RTP_COUNT
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};
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@ -237,6 +237,7 @@ clear_render_textures() {
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// You can specify a bitplane to attach the texture to.
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// the legal choices are:
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//
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// * RTP_depth
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// * RTP_depth_stencil
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// * RTP_color
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// * RTP_aux_rgba_0
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@ -248,6 +249,7 @@ clear_render_textures() {
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// texture to, this routine will use a default based
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// on the texture's format:
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//
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// * F_depth_component attaches to RTP_depth
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// * F_depth_stencil attaches to RTP_depth_stencil
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// * all other formats attach to RTP_color.
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//
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@ -291,6 +293,8 @@ add_render_texture(Texture *tex, RenderTextureMode mode,
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if (plane == RTP_COUNT) {
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if (tex->get_format()==Texture::F_depth_stencil) {
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plane = RTP_depth_stencil;
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} else if (tex->get_format()==Texture::F_depth_component) {
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plane = RTP_depth;
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} else {
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plane = RTP_color;
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}
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@ -299,8 +303,11 @@ add_render_texture(Texture *tex, RenderTextureMode mode,
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// Set the texture's format to match the bitplane.
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// (And validate the bitplane, while we're at it).
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if (plane == RTP_depth_stencil) {
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tex->set_format(Texture::F_depth_stencil);
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if (plane == RTP_depth) {
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tex->set_format(Texture::F_depth_component);
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tex->set_match_framebuffer_format(true);
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} else if (plane == RTP_depth_stencil) {
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tex->set_format(Texture::F_depth_component);
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tex->set_match_framebuffer_format(true);
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} else if ((plane == RTP_color)||
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(plane == RTP_aux_rgba_0)||
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@ -1027,6 +1027,7 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name, LMatrix4f
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case Shader::SMO_clip_x_to_view: {
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const NodePath &np = _target_shader->get_shader_input_nodepath(name);
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nassertr(!np.is_empty(), &LMatrix4f::ident_mat());
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nassertr(np.node()->is_of_type(LensNode::get_class_type()), &LMatrix4f::ident_mat());
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Lens *lens = DCAST(LensNode, np.node())->get_lens();
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t = lens->get_projection_mat_inv(_current_stereo_channel) *
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LMatrix4f::convert_mat(lens->get_coordinate_system(), _coordinate_system) *
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@ -1037,6 +1038,7 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name, LMatrix4f
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case Shader::SMO_view_to_clip_x: {
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const NodePath &np = _target_shader->get_shader_input_nodepath(name);
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nassertr(!np.is_empty(), &LMatrix4f::ident_mat());
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nassertr(np.node()->is_of_type(LensNode::get_class_type()), &LMatrix4f::ident_mat());
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Lens *lens = DCAST(LensNode, np.node())->get_lens();
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t = get_scene()->get_camera_transform()->get_mat() *
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invert(np.get_net_transform()->get_mat()) *
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