Transparancy now working for forward rendering
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@@ -355,7 +355,7 @@ public:
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
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}
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}
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@@ -386,7 +386,7 @@ public:
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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@@ -395,7 +395,7 @@ public:
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job.SpecularTexture = *specularTexture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.Depth = (glm::vec4(1,1,1,0) * modelMatrix).z;
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job.Depth = depth;
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m_RendererQueue.Forward.Add(job);
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