latest commit fix
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@@ -12,6 +12,7 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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struct ModelJob : RenderJob
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{
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@@ -48,8 +48,8 @@
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<c:Camera/>
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<c:Listener/>
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<c:Transform>
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<Position X="-3.7727046" Y="4.42466021" Z="5.32631207"/>
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<Orientation X="-0.174533114" Y="-0.62824142" Z="-6.35425181e-07"/>
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<Position X="1.36896265" Y="4.4259491" Z="10.6640663"/>
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<Orientation X="-0.0349078104" Y="0.157154545" Z="-2.60020244e-07"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -61,8 +61,8 @@
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<Resource>Models/DirectionalLightWidget.obj</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="1.37382936" Z="0"/>
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<Orientation X="1.4920001" Y="1.96300006" Z="0"/>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Orientation X="4.32000017" Y="4.6340003" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -83,7 +83,7 @@
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<Resource>Models/SecondaryWeapon4.fbx</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.545270562" Y="0.859505534" Z="0.188573226"/>
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<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
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<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
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</c:Transform>
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</Components>
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@@ -147,10 +147,10 @@ void Renderer::InitializeTextures()
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}
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void Renderer::SortRenderJobsByDepth(RenderScene *scene)
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void Renderer::SortRenderJobsByDepth(RenderScene &scene)
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{
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//Sort all forward jobs so transparency is good.
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scene->ForwardJobs.sort(Renderer::DepthSort);
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scene.ForwardJobs.sort(Renderer::DepthSort);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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+1
-1
@@ -29,7 +29,7 @@ Game::Game(int argc, char* argv[])
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker, m_World);
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle::Rectangle(
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