WIP
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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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