Merge fixes
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@@ -109,7 +109,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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fillPercentage
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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TODO Calc hash
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explosionEffectJob->CalculateHash();
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Jobs.ShieldObjects.push_back(explosionEffectJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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@@ -119,10 +119,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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}
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if (cModel["Transparent"]) {
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TODO: Calc hash
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Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
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} else {
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explosionEffectJob->CalculateHash();
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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}
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} else {
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@@ -131,10 +130,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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}
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if (cModel["Transparent"]) {
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TODO CALC HASH
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Jobs.TransparentObjects.push_back(explosionEffectJob);
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} else {
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TODO CALC HASH
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueObjects.push_back(explosionEffectJob);
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}
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}
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@@ -150,7 +148,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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fillPercentage
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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TODO: CALC HASH
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modelJob->CalculateHash();
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Jobs.ShieldObjects.push_back(modelJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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@@ -160,10 +158,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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}
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if (cModel["Transparent"]) {
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TODO CALC HASH
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Jobs.TransparentShieldedObjects.push_back(modelJob);
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} else {
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modelJob->CalculateHash();
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modelJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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}
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} else {
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@@ -172,10 +169,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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}
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if (cModel["Transparent"]) {
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CALC HASH
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Jobs.TransparentObjects.push_back(modelJob);
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} else {
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CALC HASH
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modelJob->CalculateHash();
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Jobs.OpaqueObjects.push_back(modelJob);
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}
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}
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@@ -298,7 +294,8 @@ void RenderSystem::Update(double dt)
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fillModels(scene.Jobs);
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fillPointLights(scene.Jobs.PointLight, m_World);
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scene.OpaqueObjects.sort();
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//TODO: Make sure all objects needed are also sorted.
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scene.Jobs.OpaqueObjects.sort();
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fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
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fillText(scene.Jobs.Text, m_World);
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m_RenderFrame->Add(scene);
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