latest commit fix
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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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