Graphics: Make Background/RenderTechnique independent from Scene
Former-commit-id: d588a3bb74b08d79990a278ad2e399e9797755b4
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@@ -130,14 +130,16 @@ NzDeferredFogPass::NzDeferredFogPass()
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NzDeferredFogPass::~NzDeferredFogPass() = default;
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bool NzDeferredFogPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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bool NzDeferredFogPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(sceneData);
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m_workRTT->SetColorTarget(firstWorkTexture);
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NzRenderer::SetTarget(m_workRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
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NzRenderer::SetShader(m_shader);
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m_shader->SendVector(m_shaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
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m_shader->SendVector(m_shaderEyePositionLocation, viewer->GetEyePosition());
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NzRenderer::SetRenderStates(m_states);
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NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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