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more cleaning
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1 changed files with 0 additions and 7 deletions
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@ -686,7 +686,6 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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// Let's introduce a gpu::Batch to capture all the calls to the graphics api
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_renderBatch.clear();
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gpu::Batch& batch = _renderBatch;
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//GLBATCH(glPushMatrix)();
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// Capture the view matrix once for the rendering of this model
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if (_transforms.empty()) {
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@ -835,8 +834,6 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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//GLBATCH(glPopMatrix)();
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// Render!
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{
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PROFILE_RANGE("render Batch");
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@ -1649,7 +1646,6 @@ void Model::startScene(RenderArgs::RenderSide renderSide) {
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}
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void Model::setupBatchTransform(gpu::Batch& batch) {
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//GLBATCH(glPushMatrix)();
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// Capture the view matrix once for the rendering of this model
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if (_transforms.empty()) {
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@ -2292,7 +2288,6 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
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}
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model->setupBatchTransform(batch);
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meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
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//GLBATCH(glPopMatrix)();
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}
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}
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}
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@ -2392,8 +2387,6 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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}
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}
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// GLBATCH(glPushMatrix)();
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const MeshState& state = _meshStates.at(i);
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if (state.clusterMatrices.size() > 1) {
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GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
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