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Update Model::endScene to require RenderArgs
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commit
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3 changed files with 5 additions and 3 deletions
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@ -504,7 +504,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
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// we must call endScene while we still have the tree locked so that no one deletes a model
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// on us while rendering the scene
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Model::endScene(renderArgs->_renderMode, renderArgs);
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Model::endScene(renderArgs);
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_tree->unlock();
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glPushMatrix();
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@ -1846,7 +1846,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
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batch.setViewTransform(_transforms[0]);
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}
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void Model::endScene(RenderMode mode, RenderArgs* args) {
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void Model::endScene(RenderArgs* args) {
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PROFILE_RANGE(__FUNCTION__);
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@ -1855,6 +1855,8 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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glPushMatrix();
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#endif
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auto mode = args->_renderMode;
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RenderArgs::RenderSide renderSide = RenderArgs::MONO;
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if (args) {
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renderSide = args->_renderSide;
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@ -103,7 +103,7 @@ public:
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// Scene rendering support
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static void startScene(RenderArgs::RenderSide renderSide);
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bool renderInScene(float alpha = 1.0f, RenderArgs* args = NULL);
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static void endScene(RenderArgs::RenderMode mode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
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static void endScene(RenderArgs* args);
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/// Sets the URL of the model to render.
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/// \param fallback the URL of a fallback model to render if the requested model fails to load
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