fixup! AutoAnimationBlend on unique node working but scale is not working correctly

Commited some things that shouldn't have been commited
This commit is contained in:
viktorljung
2016-03-02 13:34:47 +01:00
parent 07ccb9c041
commit c3f24f494d
2 changed files with 3 additions and 3 deletions
+2 -2
View File
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
va_end(args);
if (logLevel == LOG_LEVEL_ERROR) {
/*std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;*/
std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
}
+1 -1
View File
@@ -142,7 +142,7 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StopTimer("Renderer-Depth");
}
PerformanceTimer::StartTimer("AO generation");
//m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("AO generation");
for (auto scene : frame.RenderScenes){