Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -6,10 +6,10 @@
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class PickingPassState : public RenderState
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{
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public:
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PickingPassState();
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PickingPassState(GLuint frameBuffer);
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~PickingPassState();
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private:
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private:
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};
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#endif
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@@ -14,9 +14,10 @@ public:
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bool CullFace(GLenum GlFaceToCull);
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bool ClearColor(glm::vec4 color);
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bool Clear(GLbitfield mask);
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bool BindBuffer(GLint buffer);
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private:
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std::vector<GLenum> m_Enables;
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float m_preClearColor[4];
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GLenum m_preCullFace;
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int m_preBuffer;
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};
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#endif
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@@ -52,8 +52,8 @@ private:
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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PickingPass* m_PickingPass;
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DrawScenePass* m_DrawScenePass;
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PickingPass* m_PickingPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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