RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
                                    GFXFormat format )
   :  Parent(  RIT_PrePass,
               0.01f,
               0.01f,
               format,
               Point2I( Parent::DefaultTargetSize, Parent::DefaultTargetSize),
               gatherDepth ? Parent::DefaultTargetChainLength : 0 ),
      mPrePassMatInstance( NULL )
{
   notifyType( RenderPassManager::RIT_Decal );
   notifyType( RenderPassManager::RIT_Mesh );
   notifyType( RenderPassManager::RIT_Interior );
   notifyType( RenderPassManager::RIT_Terrain );
   notifyType( RenderPassManager::RIT_Object );

   // We want a full-resolution buffer
   mTargetSizeType = RenderTexTargetBinManager::WindowSize;

   if(getTargetChainLength() > 0)
      GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );

   mNamedTarget.registerWithName( BufferName );

   _registerFeatures();
}
RenderTranslucentMgr::RenderTranslucentMgr()
    :  RenderBinManager( RenderPassManager::RIT_Translucent, 1.0f, 1.0f ), mParticleRenderMgr(NULL)
{
    notifyType( RenderPassManager::RIT_ObjectTranslucent );
    notifyType( RenderPassManager::RIT_Particle );
    //Volumetric Fog Addd
    notifyType( RenderPassManager::RIT_VolumetricFog );
    //Volumetric Fog Addd
}
RenderGlowMgr::RenderGlowMgr()
   : RenderTexTargetBinManager(  RenderPassManager::RIT_Mesh, 
                                 1.0f, 
                                 1.0f,
                                 GFXFormatR8G8B8A8,
                                 Point2I( 512, 512 ) )
{
   notifyType( RenderPassManager::RIT_Decal );
   notifyType( RenderPassManager::RIT_Translucent );

   mNamedTarget.registerWithName( "glowbuffer" );
   mTargetSizeType = WindowSize;
}