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fixed particles not showing up by fixing billboarding code to account for new winding order
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27c6190665
1 changed files with 4 additions and 3 deletions
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@ -53,7 +53,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
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batch.setUniformTexture(0, _texture->getGPUTexture());
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}
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batch.setModelTransform(getTransformToCenter());
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);
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DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::QUADS, _cacheID);
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};
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@ -96,10 +96,11 @@ void RenderableParticleEffectEntityItem::updateQuads(RenderArgs* args, bool text
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glm::vec3 pos = (textured) ? positions[i] : _particlePositions[i];
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// generate corners of quad aligned to face the camera.
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vertices.append(pos - rightOffset + upOffset);
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vertices.append(pos + rightOffset + upOffset);
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vertices.append(pos + rightOffset - upOffset);
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vertices.append(pos - rightOffset + upOffset);
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vertices.append(pos - rightOffset - upOffset);
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vertices.append(pos + rightOffset - upOffset);
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}
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if (textured) {
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