Integrating github/staging through commit ab87ed9
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@@ -459,7 +459,6 @@ static bool Dilate(CTexture* pTex, CTexture* pOutput, int nPhase, std::vector<II
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const ColorF& inMissColour = pInputParams->dilateMagicColour;
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Vec4 missColour = Vec4(inMissColour.r, inMissColour.g, inMissColour.b, inMissColour.a);
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Vec4 whiteColour = Vec4(1.0f, 1.0f, 1.0f, 1.0f);
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uint32 extraPasses = 0;
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uint32 nPasses = 0;
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if (!pSH)
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{
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@@ -478,7 +477,7 @@ static bool Dilate(CTexture* pTex, CTexture* pOutput, int nPhase, std::vector<II
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CTexture* pTemp = CTexture::CreateRenderTarget("MeshBaker_DilateTemp", uvMapWidth, uvMapHeight, Clr_Unknown, eTT_2D, FT_STATE_CLAMP, pTex->GetTextureDstFormat());
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int TempX, TempY, TempWidth, TempHeight;
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int nTexStateIdRepeat = CTexture::GetTexState(STexState(FILTER_TRILINEAR, false));
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CTexture::GetTexState(STexState(FILTER_TRILINEAR, false));
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rd->GetViewport(&TempX, &TempY, &TempWidth, &TempHeight);
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rd->RT_SetViewport(0, 0, uvMapWidth, uvMapHeight);
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@@ -850,7 +849,6 @@ bool CD3D9Renderer::BakeMesh([[maybe_unused]] const SMeshBakingInputParams* pInp
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ri[numChunks].pObj = pObj;
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ri[numChunks].nOcclQuery = m; // Stash in this in something that doesn't effect sorting
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ri[numChunks].ObjSort = (pObj->m_ObjFlags & 0xffff0000) | pObj->m_nSort;
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int nThreadID2 = m_RP.m_nProcessThreadID;
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ri[numChunks].nBatchFlags = EF_BatchFlags(pSH, pObj, pRE, passInfo); // naughty
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ri[numChunks].nStencRef = pObj->m_nClipVolumeStencilRef;
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uint32 nResID = pR ? pR->m_Id : 0;
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