Changed isSkined to IsSkinned and removed duplicated code in PickingPass
This commit is contained in:
@@ -69,34 +69,32 @@ void PickingPass::Draw(RenderScene& scene)
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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if (modelJob->Model->isSkined())
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned())
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{
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m_PickingSkinnedProgram->Bind();
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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}
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else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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}
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else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -114,32 +112,7 @@ void PickingPass::Draw(RenderScene& scene)
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}
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} else {
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m_PickingProgram->Bind();
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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}
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else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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}
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else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -155,31 +128,32 @@ void PickingPass::Draw(RenderScene& scene)
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for (auto &job : scene.Jobs.TransparentObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob) {
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if (modelJob->Model->isSkined()) {
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -193,36 +167,12 @@ void PickingPass::Draw(RenderScene& scene)
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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PickingInfo pickInfo;
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pickInfo.Entity = modelJob->Entity;
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pickInfo.World = modelJob->World;
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pickInfo.Camera = scene.Camera;
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auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
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if (color != m_EntityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1] += 1;
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} else {
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m_ColorCounter[0] += 1;
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}
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}
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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@@ -257,7 +207,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if(modelJob->Model->isSkined()) {
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if(modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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@@ -314,7 +264,7 @@ void PickingPass::Draw(RenderScene& scene)
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m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
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if (modelJob->Model->isSkined()) {
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if (modelJob->Model->IsSkinned()) {
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m_PickingSkinnedProgram->Bind();
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