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Fixed non working outline in stereo with new changes
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1 changed files with 4 additions and 4 deletions
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@ -119,6 +119,10 @@ void PrepareOutline::run(const render::RenderContextPointer& renderContext, cons
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// Restore previous frame buffer
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// Restore previous frame buffer
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batch.setFramebuffer(deferredFrameBuffer->getDeferredFramebuffer());
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batch.setFramebuffer(deferredFrameBuffer->getDeferredFramebuffer());
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// Clear it
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, false);
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});
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});
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output = _outlineFramebuffer;
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output = _outlineFramebuffer;
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@ -324,10 +328,6 @@ void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, co
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batch.setProjectionTransform(projMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setViewTransform(viewMat);
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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