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found the issue brekaing the render, i didn't do the Blend enable sync properly
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2 changed files with 3 additions and 2 deletions
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@ -260,11 +260,11 @@ void Environment::renderAtmosphere(Camera& camera, const EnvironmentData& data)
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(1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius())) / 0.25f);
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(1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius())) / 0.25f);
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program->setUniformValue(locations[G_LOCATION], -0.990f);
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program->setUniformValue(locations[G_LOCATION], -0.990f);
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program->setUniformValue(locations[G2_LOCATION], -0.990f * -0.990f);
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program->setUniformValue(locations[G2_LOCATION], -0.990f * -0.990f);
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glFrontFace(GL_CCW);
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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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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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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glDepthMask(GL_TRUE);
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@ -108,6 +108,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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}
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}
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}
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}
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#define DEBUG_GLSTATE
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void GLBackend::updatePipeline() {
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void GLBackend::updatePipeline() {
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#ifdef DEBUG_GLSTATE
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#ifdef DEBUG_GLSTATE
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if (_pipeline._needStateSync) {
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if (_pipeline._needStateSync) {
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