Test world changes and some other small fixes
This commit is contained in:
+1
-1
Submodule assets updated: 091ad5c01b...01a73005d4
@@ -38,12 +38,12 @@
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<Resource>Models/DirectionalLightWidget.mesh</Resource>
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<Resource>Models/DirectionalLightWidget.mesh</Resource>
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</c:Model>
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</c:Model>
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<c:RaptorCopter>
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<c:RaptorCopter>
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<Speed>1.0499999523162842</Speed>
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<Speed>1</Speed>
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<Axis X="0" Y="1" Z="0"/>
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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</c:RaptorCopter>
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<c:Transform>
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<c:Transform>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Orientation X="4.16300011" Y="1939.05518" Z="0"/>
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<Orientation X="4.16300011" Y="2654.78613" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -62,11 +62,31 @@
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<Entity name="SecondaryWeapon">
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<Entity name="SecondaryWeapon">
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<Components>
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<Components>
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<c:Model>
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<c:Model>
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<Resource>Models/SecondaryWeapon.mesh</Resource>
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<Resource>Models/DefenderGunBlue.mesh</Resource>
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</c:Model>
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</c:Model>
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<c:Transform>
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<c:Transform>
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<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
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<Position X="-0.519181371" Y="0.803532183" Z="0.128527239"/>
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<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
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<Orientation X="0.989000022" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="SecondaryWeaponRed">
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<Components>
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<TimeSinceDeath>0.33345697685444975</TimeSinceDeath>
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<EndColor A="1" B="1" G="0.627451003" R="0.686274529"/>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/DefenderGunRed.mesh</Resource>
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<Transparent>true</Transparent>
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<NormalMap>false</NormalMap>
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</c:Model>
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<c:Transform>
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<Position X="0.515922487" Y="0.787437975" Z="0.132855967"/>
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<Orientation X="0.989000022" Y="0" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -85,7 +105,7 @@
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<Components>
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<Components>
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<c:Animation>
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<c:Animation>
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<Name>Run</Name>
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<Name>Run</Name>
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<Time>0.20192568323882343</Time>
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<Time>0.051746205796625588</Time>
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<Speed>1</Speed>
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<Speed>1</Speed>
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</c:Animation>
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</c:Animation>
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<c:Model>
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<c:Model>
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@@ -101,7 +121,7 @@
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<Components>
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<Components>
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<c:Animation>
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<c:Animation>
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<Name>Walk</Name>
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<Name>Walk</Name>
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<Time>0.86920473181046898</Time>
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<Time>0.21902565989713363</Time>
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<Speed>1</Speed>
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<Speed>1</Speed>
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</c:Animation>
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</c:Animation>
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<c:Model>
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<c:Model>
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@@ -163,7 +183,7 @@
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<Axis X="1" Y="1" Z="1"/>
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<Axis X="1" Y="1" Z="1"/>
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</c:RaptorCopter>
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</c:RaptorCopter>
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<c:Transform>
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<c:Transform>
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<Orientation X="545.536804" Y="545.536804" Z="545.536804"/>
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<Orientation X="1264.88269" Y="1264.88269" Z="1264.88269"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -227,7 +247,7 @@
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<Axis X="0" Y="1" Z="0"/>
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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</c:RaptorCopter>
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<c:Transform>
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<c:Transform>
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<Orientation X="0" Y="341.83255" Z="0"/>
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<Orientation X="0" Y="1061.18103" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -259,7 +279,7 @@
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<Axis X="0.699999988" Y="1" Z="0.300000012"/>
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<Axis X="0.699999988" Y="1" Z="0.300000012"/>
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</c:RaptorCopter>
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</c:RaptorCopter>
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<c:Transform>
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<c:Transform>
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<Orientation X="748.309875" Y="1069.01184" Z="320.704285"/>
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<Orientation X="1251.85034" Y="1788.34839" Z="536.510132"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -301,7 +321,9 @@
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</Entity>
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</Entity>
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<Entity name="SceneColors">
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<Entity name="SceneColors">
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<Components>
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<Components>
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<c:SceneLight/>
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<c:SceneLight>
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<Gamma>2</Gamma>
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</c:SceneLight>
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<c:Transform/>
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<c:Transform/>
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</Components>
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</Components>
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<Children/>
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<Children/>
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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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auto cSceneLight = m_World->GetComponents("SceneLight");
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if (cSceneLight != nullptr) {
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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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//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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scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
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}
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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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continue;
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}
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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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//Bind uniforms
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BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
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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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glBindVertexArray(explosionEffectJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
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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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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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if(GLERROR("explosion effect end")) {
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continue;
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continue;
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}
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}
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