fixed windows builds
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@@ -95,7 +95,7 @@ class CMeshRendering: public IMeshRendering
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void CMeshRendering::Init()
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{
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g_MeshPipeline = IRenderer::CreateGraphicsPipeline(
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g_MeshPipeline = Renderer()->CreateGraphicsPipeline(
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{
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{"gfx/mesh_vert.shader", SHADER_TYPE_VERTEX},
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{"gfx/mesh_frag.shader", SHADER_TYPE_FRAGMENT},
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@@ -115,12 +115,12 @@ void CMeshRendering::Init()
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void CMeshRendering::Frame( float fDelta )
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{
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g_MeshPipeline->BindData(0, IRenderer::GetCameraMatrix(), 0);
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g_MeshPipeline->BindData(0, Renderer()->GetCameraMatrix(), 0);
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g_MeshPipeline->PushBindings();
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IRenderer::ResetState();
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IRenderer::SetDepthMode(DEPTH_MODE_LESS);
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IRenderer::BindPipeline(g_MeshPipeline);
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Renderer()->ResetState();
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Renderer()->SetDepthMode(DEPTH_MODE_LESS);
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Renderer()->BindPipeline(g_MeshPipeline);
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for (auto &v: g_meshes)
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{
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CMeshInstance *pMesh = (CMeshInstance*)v;
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@@ -134,8 +134,8 @@ void CMeshRendering::Frame( float fDelta )
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constants.i[3][0] = pMesh->m_position[0];
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constants.i[3][1] = pMesh->m_position[1];
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constants.i[3][2] = pMesh->m_position[2];
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IRenderer::SetConstants(sizeof(constants), &constants);
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IRenderer::Draw(pMesh->m_pVertexBuffer, pMesh->m_pIndexBuffer);
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Renderer()->SetConstants(sizeof(constants), &constants);
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Renderer()->Draw(pMesh->m_pVertexBuffer, pMesh->m_pIndexBuffer);
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}
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g_meshes = {};
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}
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