Test world changes and some other small fixes
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@@ -26,8 +26,6 @@ void EditorRenderSystem::Update(double dt)
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auto cSceneLight = m_World->GetComponents("SceneLight");
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if (cSceneLight != nullptr) {
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//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
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m_RenderFrame->Gamma = 2.2;
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m_RenderFrame->Exposure = 1.0;
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scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
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}
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@@ -134,7 +134,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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continue;
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}
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//glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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@@ -162,7 +162,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
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//glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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if(GLERROR("explosion effect end")) {
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continue;
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}
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