diff --git a/assets b/assets index 091ad5c0..01a73005 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 091ad5c01bf7b6ef5501fc907fc610576a4a45ea +Subproject commit 01a73005d45c1d5574428536be88f085f4f844ce diff --git a/resources/Schema/Entities/EditorTestWorld.xml b/resources/Schema/Entities/EditorTestWorld.xml index de65f736..6ffbad89 100755 --- a/resources/Schema/Entities/EditorTestWorld.xml +++ b/resources/Schema/Entities/EditorTestWorld.xml @@ -38,12 +38,12 @@ Models/DirectionalLightWidget.mesh - 1.0499999523162842 + 1 - + @@ -62,11 +62,31 @@ - Models/SecondaryWeapon.mesh + Models/DefenderGunBlue.mesh - - + + + + + + + + + + true + + 0.33345697685444975 + + + + Models/DefenderGunRed.mesh + true + false + + + + @@ -85,7 +105,7 @@ Run - + 1 @@ -101,7 +121,7 @@ Walk - + 1 @@ -163,7 +183,7 @@ - + @@ -227,7 +247,7 @@ - + @@ -259,7 +279,7 @@ - + @@ -301,7 +321,9 @@ - + + 2 + diff --git a/src/Engine/Editor/EditorRenderSystem.cpp b/src/Engine/Editor/EditorRenderSystem.cpp index 572dd83d..374704dc 100644 --- a/src/Engine/Editor/EditorRenderSystem.cpp +++ b/src/Engine/Editor/EditorRenderSystem.cpp @@ -26,8 +26,6 @@ void EditorRenderSystem::Update(double dt) auto cSceneLight = m_World->GetComponents("SceneLight"); if (cSceneLight != nullptr) { //these are hardcoded since they want special light treatment and a component just for widgets is stupid. - m_RenderFrame->Gamma = 2.2; - m_RenderFrame->Exposure = 1.0; scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0); } diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index ae2ebefc..8247797e 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -134,7 +134,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& continue; } - //glDisable(GL_CULL_FACE); + glDisable(GL_CULL_FACE); //Bind uniforms BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); @@ -162,7 +162,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list>& glBindVertexArray(explosionEffectJob->Model->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); - //glEnable(GL_CULL_FACE); + glEnable(GL_CULL_FACE); if(GLERROR("explosion effect end")) { continue; }