WIP
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@@ -57,6 +57,8 @@ private:
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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GLuint m_CombinedTexture;
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Model* m_ScreenQuad;
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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@@ -283,7 +283,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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//Generate blur texture.
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m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
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//Combine nonblur and blur texture
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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@@ -292,6 +291,7 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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GLERROR("SpriteJobs");
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delete state;
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@@ -162,6 +162,7 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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m_CombinedTexture = m_BlurHUDPass->CombineTextures(m_DrawFinalPass->SceneTexture(), m_DrawFinalPass->FullBlurredTexture());
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text");
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m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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