WIP, falloff things.
# Conflicts: # resources/Schema/Components/PointLight.xsd # resources/Shaders/ForwardPlus.frag.glsl
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@@ -91,14 +91,6 @@ void Renderer::Update(double dt)
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void Renderer::Draw(RenderQueueCollection& rq)
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{
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FillDepth(rq);
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if (m_bi == 1) {
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for (auto i : rq.Forward) {
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printf("D: %f| \n", i->Depth);
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}
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m_bi = 0;
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printf("------THE END------");
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}
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m_bi++;
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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m_LightCullingPass->FillLightList(rq);
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