Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
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35 changed files with 265 additions and 238 deletions
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@ -108,7 +108,7 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
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}
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float shadowIndex;
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if (screen->mShadowMap.Enabled()) // note: with shadowmaps switched off, we cannot rely on properly set indices anymore.
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if (screen->mShadowMap->Enabled()) // note: with shadowmaps switched off, we cannot rely on properly set indices anymore.
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{
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shadowIndex = light->mShadowmapIndex + 1.0f;
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}
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