Commit in order to pull from Master.
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@@ -113,7 +113,7 @@ void main()
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totalLighting.Specular += result.Specular;
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totalLighting.Specular += result.Specular;
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}
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}
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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//fragmentColor = texel * Input.DiffuseColor * Color;
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@@ -125,7 +125,6 @@ void main()
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}
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}
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fragmentColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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}
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@@ -7,7 +7,7 @@ DrawFinalPassState::DrawFinalPassState()
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Enable(GL_BLEND);
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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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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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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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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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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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throw Resource::FailedLoadingException("Reading Material texture path failed");
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}
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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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offset += nameLengths[0];
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}
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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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m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
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FillDepth(*scene);
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FillDepth(*scene);
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//m_PickingPass->Draw(*scene);
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m_PickingPass->Draw(*scene);
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//m_LightCullingPass->GenerateNewFrustum(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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//m_LightCullingPass->FillLightList(*scene);
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m_LightCullingPass->FillLightList(*scene);
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//m_LightCullingPass->CullLights(*scene);
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m_LightCullingPass->CullLights(*scene);
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m_DrawFinalPass->Draw(*scene);
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m_DrawFinalPass->Draw(*scene);
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//m_DrawScenePass->Draw(rq);
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//m_DrawScenePass->Draw(rq);
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@@ -69,9 +69,10 @@ public:
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for (auto aVertex : Vertices) {
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for (auto aVertex : Vertices) {
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aVertex.WriteBinary(out);
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aVertex.WriteBinary(out);
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}
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}
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//for (auto aIndex : Indices) {
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for (auto aIndex : Indices) {
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for (std::map<std::string, std::vector<int>>::reverse_iterator aIndex = Indices.rbegin(); aIndex != Indices.rend(); aIndex++){
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//for (std::map<std::string, std::vector<int>>::reverse_iterator aIndex = Indices.rbegin(); aIndex != Indices.rend(); aIndex++){
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out.write((char*)(*aIndex).second.data(), sizeof(int) * (*aIndex).second.size());
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//out.write((char*)(*aIndex).second.data(), sizeof(int) * (*aIndex).second.size());
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out.write((char*)aIndex.second.data(), sizeof(int) * aIndex.second.size());
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}
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}
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}
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}
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