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back to the office monday morning, State almost working in the full piupeline
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parent
3baa4eadeb
commit
2a58a65a8f
4 changed files with 7 additions and 3 deletions
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@ -262,9 +262,11 @@ void Environment::renderAtmosphere(Camera& camera, const EnvironmentData& data)
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program->setUniformValue(locations[G2_LOCATION], -0.990f * -0.990f);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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// glDisable(GL_DEPTH_TEST);
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DependencyManager::get<GeometryCache>()->renderSphere(1.0f, 100, 50, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); //Draw a unit sphere
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glDepthMask(GL_TRUE);
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// glEnable(GL_CULL_FACE);
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program->release();
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@ -65,7 +65,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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}
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if (_pipeline._needStateSync) {
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syncPipelineStateCache();
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// syncPipelineStateCache();
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_pipeline._needStateSync = false;
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}
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@ -227,7 +227,7 @@ public:
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public:
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FillMode fillMode = FILL_FACE;
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CullMode cullMode = CULL_NONE;
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bool frontFaceClockwise = true;
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bool frontFaceClockwise = false;
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bool depthClipEnable = false;
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bool scissorEnable = false;
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bool multisampleEnable = false;
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@ -120,6 +120,8 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey& key,
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// Backface on shadow
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if (key.isShadow()) {
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state->setCullMode(gpu::State::CULL_FRONT);
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state->setDepthBias(1.1f);
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state->setDepthBiasSlopeScale(4.0f);
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} else {
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state->setCullMode(gpu::State::CULL_BACK);
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}
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