Removed old unused code
Former-commit-id: 40985382a9f79620c4459f6997f1ce12b000a74f
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@ -83,51 +83,6 @@ bool NzForwardRenderTechnique::Draw(const NzScene* scene) const
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drawable->Draw();
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return true;
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// Les billboards
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/*if (!m_renderQueue.billboards.empty())
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{
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//NzRenderer::SetIndexBuffer(m_billboardIndexBuffer);
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NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
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NzRenderer::SetShader(m_billboardShader);
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NzRenderer::SetVertexBuffer(m_billboardVertexBuffer);
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m_billboardShader->SendVector(s_cameraForwardLocation, camera->GetForward());
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m_billboardShader->SendVector(s_cameraUpLocation, camera->GetUp());
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m_billboardShader->SendVector(s_worldUpLocation, NzVector3f::Up());
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// Couleur ambiante de la scène
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m_billboardShader->SendColor(m_billboardShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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// Position de la caméra
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m_billboardShader->SendVector(m_billboardShader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
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lightCount = 0;
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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m_renderQueue.lights[0]->Apply(m_billboardShader, 0);
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for (auto& matIt : m_renderQueue.billboards)
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{
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const NzMaterial* material = matIt.first;
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auto& billboards = matIt.second;
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material->Apply(m_billboardShader);
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unsigned int billboardCount = billboards.size();
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const NzForwardRenderQueue::BillboardData* data = &billboards[0];
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while (billboardCount > 0)
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{
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unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboards);
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billboardCount -= renderedBillboardCount;
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m_billboardVertexBuffer->FillVertices(data, 0, renderedBillboardCount, true);
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data += renderedBillboardCount;
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NzRenderer::DrawPrimitives(nzPrimitiveMode_PointList, 0, renderedBillboardCount);
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}
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billboards.clear();
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}
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}*/
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}
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unsigned int NzForwardRenderTechnique::GetMaxLightPassPerObject() const
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