networking i guess
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@@ -134,6 +134,8 @@ private:
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ViewBuffer_t *m_pViewBufferData;
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ITextureArray *m_pTextures;
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IShader *m_pRasterShader;
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IMaterial *m_pRasterMaterial;
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vec3 m_vPos;
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versor m_vRot;
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@@ -192,6 +194,10 @@ void CFunnyWorldRenderer::Init()
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IMAGE_FORMAT_D32_SFLOAT,
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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m_pRasterShader = g_pRenderContext->CreateShader("game/core/shaders/mesh_raster.shader_c");
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ConfigureShader(m_pRasterShader);
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m_pRasterShader->Build();
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m_pRasterMaterial = g_pRenderContext->CreateMaterial(m_pRasterShader);
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g_pMainWindow->SetOutputImage(m_pResolvedOutputImage);
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@@ -291,16 +297,16 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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}
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pDataBuffer->Unmap();
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pDataBuffer->Unlock();
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mesh->m_pMaterial->VSSetConstantsBuffer(0, m_pViewBuffer);
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mesh->m_pMaterial->VSSetConstantsBuffer(1, pDataBuffer);
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mesh->m_pMaterial->PSSetTextureArray(1, m_pTextures);
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m_pRasterMaterial->VSSetConstantsBuffer(0, m_pViewBuffer);
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m_pRasterMaterial->VSSetConstantsBuffer(1, pDataBuffer);
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m_pRasterMaterial->PSSetTextureArray(1, m_pTextures);
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g_pRenderContext->DestroyBuffer(pDataBuffer);
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}
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for ( auto mesh: m_pMeshes)
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{
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if (mesh->m_instances.GetSize()==0)
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continue;
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m_pRasterCommandList->SetMaterial(mesh->m_pMaterial);
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m_pRasterCommandList->SetMaterial(m_pRasterMaterial);
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m_pRasterCommandList->SetVertexBuffer(0, mesh->m_pVertexBuffer);
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m_pRasterCommandList->DrawPrimitives(mesh->m_pVertexBuffer->GetSize()/32, 0, mesh->m_instances.GetSize(), 0);
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}
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