WIP
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@@ -150,7 +150,7 @@ void Renderer::InitializeTextures()
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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.TransparentObjects.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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