More VS fixes
Former-commit-id: 356effb816b9527ff9e89ee3b99074c468455b08
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@@ -163,7 +163,7 @@ void NzForwardRenderTechnique::Uninitialize()
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s_quadVertexBuffer.Reset();
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}
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bool NzForwardRenderTechnique::ChooseLights(const NzSpheref& object, bool includeDirectionalLights) const
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void NzForwardRenderTechnique::ChooseLights(const NzSpheref& object, bool includeDirectionalLights) const
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{
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m_lights.clear();
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@@ -740,8 +740,8 @@ const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetSha
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if (it == m_shaderUniforms.end())
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{
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ShaderUniforms uniforms;
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uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, OnShaderInvalidated);
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uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, OnShaderInvalidated);
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uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzForwardRenderTechnique::OnShaderInvalidated);
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uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzForwardRenderTechnique::OnShaderInvalidated);
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uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
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uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
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