Mark Satterthwaite
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3911f181fc
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When rendering point light projection the Apple Intel HD driver/GLSL compiler fails to correctly index into the uniform array using the dynamically calculated CubeFaceIndex variable. On Mac OS X we have to use more branches and constant index values to avoid this. This was filed as radr://19190281 "Intel HD 4000 fails to index uniform array with dynamic variable, causes point lights to render incorrectly in UE4"
#codereview michael.trepka
[CL 2383350 by Mark Satterthwaite in Main branch]
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2014-12-10 09:02:46 -05:00 |
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Ben Marsh
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149375b14b
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Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
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2014-12-07 19:09:38 -05:00 |
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Rolando Caloca
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ceedd203f4
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#UE4 #hlslcc statics in shaders must now be consts!
[CL 2042797 by Rolando Caloca in Main branch]
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2014-04-23 18:09:43 -04:00 |
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Tim Sweeney
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324683ce78
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Engine source (Main branch up to CL 2026164)
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2014-03-14 14:13:41 -04:00 |
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