Specular support. Some edits to EditorTestWorld.xml aswell as some debugmodes for textures in the model component
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@@ -14,6 +14,7 @@ void DrawFinalPass::InitializeTextures()
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
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m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
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m_NeutralNormalTexture = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_GreyTexture = ResourceManager::Load<Texture>("Textures/Core/Grey.png");
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}
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void DrawFinalPass::InitializeFrameBuffers()
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@@ -240,6 +241,13 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
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}
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glActiveTexture(GL_TEXTURE2);
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if (job->SpecularTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->SpecularTexture->m_Texture);
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} else {
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glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
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}
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glActiveTexture(GL_TEXTURE3);
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if (job->IncandescenceTexture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture);
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} else {
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