utility method pair: SceneRenderState::lockCameraMatrix(bool _cameraLocked); bool isCameraMatrixlocked(). intended usage - cutting off the transform corruption we seem to be getting due to something laying between the older renderer and the postfx tied-in version. TODO: figure out where the heck to stick the latter to stop it going screwball...
scattersky-conforms color variable to dev-head/gfx specification.
skybox-cleanup.
cleanup
reverting garbage commits
it would appear that neardistance of 0.5 was causing a resize for the target of reflections.
followup from prior commit: too small a neardist clips off reflections
it would **appear** that allowing the engine to use the advancedlightingbins during cubemap RTT generation is in fact the proper methodology.
quadcube test asset: single object comprising of 4 cubes with different materials. (might as well verify the functionality there while we're at it.) used to ring one of the reflective test spheres
ported missing dirty state checks from RenderMeshMgr::render to RenderPrePassMgr::render seems to have corrected the reflection errors.
TODO: the quadcube.dae single mesh with multiple materials that encloses the right cubemapped sphere flickers all over the place. gonna need to sort that one on out.
setting buffers twice is bad mmkay?
Merge pull request #39 from Azaezel/deferred_shading

utility method pair: