Made skyboxes not using Depth Buffer
Former-commit-id: 1370ab047a750f5f52bc905d26f4fc9892fbb69c
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@ -8,6 +8,17 @@
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#include <memory>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzRenderStates BuildRenderStates()
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{
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NzRenderStates states;
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states.parameters[nzRendererParameter_DepthBuffer] = false;
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return states;
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}
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}
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NzColorBackground::NzColorBackground(const NzColor& color) :
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NzColorBackground::NzColorBackground(const NzColor& color) :
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m_color(color)
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m_color(color)
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{
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{
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@ -25,7 +36,7 @@ void NzColorBackground::Draw(const NzScene* scene) const
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{
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{
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NazaraUnused(scene);
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NazaraUnused(scene);
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static NzRenderStates states;
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static NzRenderStates states(BuildRenderStates());
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
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@ -116,6 +116,7 @@ namespace
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NzRenderStates BuildRenderStates()
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NzRenderStates BuildRenderStates()
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{
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{
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NzRenderStates states;
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NzRenderStates states;
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states.parameters[nzRendererParameter_DepthBuffer] = false;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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states.faceCulling = nzFaceCulling_Front;
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states.faceCulling = nzFaceCulling_Front;
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@ -8,6 +8,17 @@
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#include <memory>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzRenderStates BuildRenderStates()
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{
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NzRenderStates states;
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states.parameters[nzRendererParameter_DepthBuffer] = false;
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return states;
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}
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}
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NzTextureBackground::NzTextureBackground()
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NzTextureBackground::NzTextureBackground()
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{
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{
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NzShaderProgramManagerParams params;
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NzShaderProgramManagerParams params;
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@ -30,7 +41,7 @@ void NzTextureBackground::Draw(const NzScene* scene) const
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{
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{
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NazaraUnused(scene);
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NazaraUnused(scene);
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static NzRenderStates states;
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static NzRenderStates states(BuildRenderStates());
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
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m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
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m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
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