Some fixes for sprites
This commit is contained in:
@@ -21,14 +21,23 @@ struct SpriteJob : RenderJob
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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: RenderJob()
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{
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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TextureID = 0;
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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if ((bool)cSprite["Linear"]) {
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glBindTexture(GL_TEXTURE_2D, DiffuseTexture->m_Texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glBindTexture(GL_TEXTURE_2D, DiffuseTexture->m_Texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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StartIndex = matProp.material->StartIndex;
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Matrix = matrix;
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@@ -89,6 +98,7 @@ struct SpriteJob : RenderJob
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bool BlurBackground = false;
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bool BlurBackground = false;
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float ScaleX = 1;
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float ScaleX = 1;
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float ScaleY = 1;
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float ScaleY = 1;
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bool Linear = false;
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glm::vec4 FillColor = glm::vec4(0);
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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float FillPercentage = 0.0;
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@@ -1,5 +1,6 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
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<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
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<Model>Models/Core/UnitQuad.mesh</Model>
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<DiffuseTexture></DiffuseTexture>
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<DiffuseTexture></DiffuseTexture>
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<GlowMap></GlowMap>
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<GlowMap></GlowMap>
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<Color R="1" G="1" B="1" A="1"/>
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<Color R="1" G="1" B="1" A="1"/>
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@@ -8,5 +9,6 @@
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<KeepRatioX>false</KeepRatioX>
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<KeepRatioX>false</KeepRatioX>
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<KeepRatioY>false</KeepRatioY>
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<KeepRatioY>false</KeepRatioY>
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<KeepRatio>false</KeepRatio>
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<KeepRatio>false</KeepRatio>
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<Linear>false</Linear>
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<BlurBackground>false</BlurBackground>
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<BlurBackground>false</BlurBackground>
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</Sprite>
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</Sprite>
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@@ -9,14 +9,17 @@
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</xs:annotation>
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</xs:annotation>
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<xs:complexType>
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<xs:complexType>
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<xs:all>
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<xs:all>
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<xs:element name="Model" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
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<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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<xs:element name="GlowMap" type="t:string" minOccurs="0">
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<xs:element name="GlowMap" type="t:string" minOccurs="0">
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<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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<xs:element name="Color" type="t:Color" minOccurs="0">
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<xs:element name="Color" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:element name="Visible" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
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@@ -33,6 +36,9 @@
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<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
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<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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<xs:element name="Linear" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
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<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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@@ -8,7 +8,7 @@
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</c:RaptorCopter>
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</c:RaptorCopter>
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<c:Transform>
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<c:Transform>
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<Position X="0" Y="-4" Z="0"/>
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<Position X="0" Y="-4" Z="0"/>
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<Orientation X="0" Y="55.3495064" Z="0"/>
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<Orientation X="0" Y="58.3794823" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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@@ -34,13 +34,49 @@
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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<Entity name="AssaultClassPick">
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<Components>
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<c:Button/>
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<c:Sprite>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
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</c:Sprite>
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<c:InputCmdButton>
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<Command>PickClass</Command>
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<PressValue>1</PressValue>
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</c:InputCmdButton>
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<c:Transform>
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<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
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<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="AssaultText">
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<Components>
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<c:Text>
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<Content>Assault</Content>
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<Resource>Fonts/DroidSans.ttf,64</Resource>
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<Color A="1" B="0" G="1" R="0.784313738"/>
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</c:Text>
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<c:Transform>
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<Position X="0" Y="0.800000012" Z="0"/>
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<Scale X="0.310000002" Y="0.310000002" Z="1"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="DefenderClassPick">
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<Entity name="DefenderClassPick">
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
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</c:Sprite>
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</c:Sprite>
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<c:InputCmdButton>
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<c:InputCmdButton>
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<Command>PickClass</Command>
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<Command>PickClass</Command>
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@@ -72,9 +108,10 @@
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
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</c:Sprite>
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</c:Sprite>
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<c:InputCmdButton>
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<c:InputCmdButton>
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<Command>PickClass</Command>
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<Command>PickClass</Command>
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@@ -102,40 +139,6 @@
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</Entity>
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</Entity>
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</Children>
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</Children>
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</Entity>
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</Entity>
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<Entity name="AssaultClassPick">
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<Components>
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<c:Button/>
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<c:Sprite>
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<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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</c:Sprite>
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<c:InputCmdButton>
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<Command>PickClass</Command>
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<PressValue>1</PressValue>
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</c:InputCmdButton>
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<c:Transform>
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<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
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<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="AssaultText">
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<Components>
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<c:Text>
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<Content>Assault</Content>
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<Resource>Fonts/DroidSans.ttf,64</Resource>
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<Color A="1" B="0" G="1" R="0.784313738"/>
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</c:Text>
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<c:Transform>
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<Position X="0" Y="0.800000012" Z="0"/>
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<Scale X="0.310000002" Y="0.310000002" Z="1"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="ClassPickText">
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<Entity name="ClassPickText">
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<Components>
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<Components>
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<c:Text>
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<c:Text>
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@@ -154,9 +157,10 @@
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Color A="1" B="0" G="1" R="0.509803951"/>
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<Color A="1" B="0" G="1" R="0.509803951"/>
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</c:Sprite>
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</c:Sprite>
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<c:InputCmdButton>
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<c:InputCmdButton>
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@@ -232,9 +236,10 @@
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Color A="1" B="0" G="1" R="0.509803951"/>
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<Color A="1" B="0" G="1" R="0.509803951"/>
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</c:Sprite>
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</c:Sprite>
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<c:InputCmdButton>
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<c:InputCmdButton>
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@@ -266,10 +271,11 @@
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
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<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
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<Linear>true</Linear>
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</c:Sprite>
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</c:Sprite>
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<c:InputCmdButton>
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<c:InputCmdButton>
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<Command>PickTeam</Command>
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<Command>PickTeam</Command>
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@@ -300,10 +306,12 @@
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
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<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
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<Linear>true</Linear>
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</c:Sprite>
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</c:Sprite>
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<c:InputCmdButton>
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<c:InputCmdButton>
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<Command>PickTeam</Command>
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<Command>PickTeam</Command>
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@@ -334,9 +342,10 @@
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<Components>
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<Components>
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<c:Button/>
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<c:Button/>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Color A="1" B="0" G="1" R="0.509803951"/>
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<Color A="1" B="0" G="1" R="0.509803951"/>
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<Visible>false</Visible>
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<Visible>false</Visible>
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</c:Sprite>
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</c:Sprite>
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@@ -422,9 +431,10 @@
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<Entity name="BackgroundHexagon">
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<Entity name="BackgroundHexagon">
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<Components>
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<Components>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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</c:Sprite>
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<c:Transform>
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<c:Transform>
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@@ -441,9 +451,10 @@
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<CapturePointNumber>3</CapturePointNumber>
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<CapturePointNumber>3</CapturePointNumber>
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</c:CapturePointHUD>
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</c:CapturePointHUD>
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<c:Sprite>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<GlowMap></GlowMap>
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<DepthSort>false</DepthSort>
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<DepthSort>false</DepthSort>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -458,9 +469,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -477,9 +489,10 @@
|
|||||||
<CapturePointNumber>4</CapturePointNumber>
|
<CapturePointNumber>4</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -494,9 +507,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -513,9 +527,10 @@
|
|||||||
<CapturePointNumber>2</CapturePointNumber>
|
<CapturePointNumber>2</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -530,9 +545,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -550,9 +566,10 @@
|
|||||||
<CapturePointNumber>1</CapturePointNumber>
|
<CapturePointNumber>1</CapturePointNumber>
|
||||||
</c:CapturePointHUD>
|
</c:CapturePointHUD>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -567,9 +584,10 @@
|
|||||||
<Entity name="BackgroundHexagon">
|
<Entity name="BackgroundHexagon">
|
||||||
<Components>
|
<Components>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="0.699999988" B="0" G="0" R="1"/>
|
<Color A="0.699999988" B="0" G="0" R="1"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
@@ -584,9 +602,10 @@
|
|||||||
</c:Fill>
|
</c:Fill>
|
||||||
<c:CapturePointHUD/>
|
<c:CapturePointHUD/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:Transform>
|
<c:Transform>
|
||||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||||
@@ -604,9 +623,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
@@ -651,9 +671,10 @@
|
|||||||
<Components>
|
<Components>
|
||||||
<c:Button/>
|
<c:Button/>
|
||||||
<c:Sprite>
|
<c:Sprite>
|
||||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
|
||||||
<GlowMap></GlowMap>
|
|
||||||
<DepthSort>false</DepthSort>
|
<DepthSort>false</DepthSort>
|
||||||
|
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||||
|
<GlowMap></GlowMap>
|
||||||
|
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||||
</c:Sprite>
|
</c:Sprite>
|
||||||
<c:InputCmdButton>
|
<c:InputCmdButton>
|
||||||
|
|||||||
@@ -1271,14 +1271,15 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
|
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
|
||||||
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(shaderHandle, "CameraPos"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
RenderState* jobState = new RenderState();
|
||||||
|
|
||||||
|
|
||||||
for(auto& job : jobs) {
|
for(auto& job : jobs) {
|
||||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||||
RenderState jobState;
|
|
||||||
|
|
||||||
if (spriteJob) {
|
if (spriteJob) {
|
||||||
if(spriteJob->Depth == 0) {
|
if(spriteJob->Depth == 0) {
|
||||||
jobState.Disable(GL_DEPTH_TEST);
|
jobState->Disable(GL_DEPTH_TEST);
|
||||||
}
|
}
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * spriteJob->Matrix));
|
||||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||||
@@ -1294,6 +1295,8 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE2);
|
glActiveTexture(GL_TEXTURE2);
|
||||||
if (spriteJob->IncandescenceTexture != nullptr) {
|
if (spriteJob->IncandescenceTexture != nullptr) {
|
||||||
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
|
||||||
@@ -1307,6 +1310,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
delete jobState;
|
||||||
// m_SpriteProgram->Unbind();
|
// m_SpriteProgram->Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -6,6 +6,6 @@ TextureSprite::TextureSprite(std::string path)
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
||||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
GLERROR("Texture load");
|
GLERROR("Texture load");
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user