MSAA is now working
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@@ -17,7 +17,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config);
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~DrawFinalPass();
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -25,6 +25,7 @@ public:
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void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
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void ClearBuffer();
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void OnWindowResize();
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void setMSAA(unsigned int numberOfSamples);
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() {
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@@ -129,7 +130,7 @@ private:
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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unsigned int m_MSAA = 4;
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unsigned int m_MSAA = 0;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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