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Fixed the viewport expressed in int not getting to the shader, needed to be convert to float
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3 changed files with 3 additions and 3 deletions
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@ -42,7 +42,7 @@ public:
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Mat4 _projectionViewUntranslated;
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Mat4 _projection;
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Mat4 _projectionInverse;
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Vec4i _viewport;
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Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
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};
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template< typename T >
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@ -86,7 +86,7 @@ void GLBackend::updateTransform() {
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glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode);
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// Check all the dirty flags and update the state accordingly
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if (_transform._invalidViewport) {
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_transform._transformCamera._viewport = _transform._viewport;
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_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
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// Where we assign the GL viewport
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glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
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@ -51,7 +51,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
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static gpu::BufferPointer theBuffer;
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static gpu::Stream::FormatPointer theFormat;
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static gpu::BufferPointer theConstants;
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int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
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static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
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if (!thePipeline) {
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auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
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auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
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