Skybox bugfix
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+9
-4
@@ -392,6 +392,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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DrawSkybox();
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DrawFBOScene(rq.Deferred);
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DrawFBOScene(rq.Deferred);
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/*
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/*
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@@ -593,12 +594,16 @@ void Renderer::Swap()
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void Renderer::DrawSkybox()
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void Renderer::DrawSkybox()
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{
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glViewport(0, 0, m_Width, m_Height);
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glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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//glScissor(0, 0, m_Width, m_Height);
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glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ShaderProgramSkybox.Bind();
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m_ShaderProgramSkybox.Bind();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * glm::toMat4(glm::inverse(m_Camera->Orientation()));
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//glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
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//glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height) * glm::inverse(glm::toMat4(m_Camera->Orientation()));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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m_Skybox->Draw();
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m_Skybox->Draw();
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