Commit in order to pull from Master.
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@@ -7,7 +7,7 @@ DrawFinalPassState::DrawFinalPassState()
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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Disable(GL_CULL_FACE); //Should be enabled, fix it johan and andreas.
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Enable(GL_CULL_FACE);
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ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f));
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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@@ -148,7 +148,9 @@ void RawModel::ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned
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throw Resource::FailedLoadingException("Reading Material texture path failed");
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}
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newMaterial.TexturePath = (fileData + offset);
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newMaterial.TexturePath = "Textures/";
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newMaterial.TexturePath += (fileData + offset);
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newMaterial.TexturePath += ".png";
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offset += nameLengths[0];
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}
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@@ -101,10 +101,10 @@ void Renderer::Draw(RenderFrame& frame)
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m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
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FillDepth(*scene);
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//m_PickingPass->Draw(*scene);
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//m_LightCullingPass->GenerateNewFrustum(*scene);
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//m_LightCullingPass->FillLightList(*scene);
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//m_LightCullingPass->CullLights(*scene);
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m_PickingPass->Draw(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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m_LightCullingPass->FillLightList(*scene);
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m_LightCullingPass->CullLights(*scene);
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m_DrawFinalPass->Draw(*scene);
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//m_DrawScenePass->Draw(rq);
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