fixup! Enabled rendering "transparency"
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@@ -138,16 +138,16 @@ void Renderer::Draw(RenderQueueCollection& rq)
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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//CullLights();
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//CullLights();
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_DrawScenePass->Draw(rq);
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m_DrawScenePass->Draw(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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m_ImGuiRenderPass->Draw();
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m_ImGuiRenderPass->Draw();
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glfwSwapBuffers(m_Window);
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glfwSwapBuffers(m_Window);
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}
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}
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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