Graphics/RenderTechnique: Remove Clear method
Let's face it, this method was useless from the beginning. Former-commit-id: c38f57785c900acf66560ad07aa29498312c6063
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@ -35,7 +35,6 @@ namespace Ndk
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graphicsComponent.AddToRenderQueue(renderQueue, drawableNode.GetTransformMatrix());
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graphicsComponent.AddToRenderQueue(renderQueue, drawableNode.GetTransformMatrix());
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}
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}
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m_renderTechnique.Clear(&dummyScene);
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m_renderTechnique.Draw(&dummyScene);
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m_renderTechnique.Draw(&dummyScene);
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}
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}
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}
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}
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@ -22,7 +22,6 @@ class NAZARA_API NzAbstractRenderTechnique : NzNonCopyable
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NzAbstractRenderTechnique();
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NzAbstractRenderTechnique();
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virtual ~NzAbstractRenderTechnique();
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virtual ~NzAbstractRenderTechnique();
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virtual void Clear(const NzScene* scene) const = 0;
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virtual bool Draw(const NzScene* scene) const = 0;
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virtual bool Draw(const NzScene* scene) const = 0;
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virtual void EnableInstancing(bool instancing);
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virtual void EnableInstancing(bool instancing);
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@ -30,8 +30,7 @@ class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, p
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NzDeferredRenderTechnique();
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NzDeferredRenderTechnique();
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~NzDeferredRenderTechnique();
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~NzDeferredRenderTechnique();
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void Clear(const NzScene* scene) const;
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bool Draw(const NzScene* scene) const override;
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bool Draw(const NzScene* scene) const;
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void EnablePass(nzRenderPassType renderPass, int position, bool enable);
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void EnablePass(nzRenderPassType renderPass, int position, bool enable);
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@ -20,7 +20,6 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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NzForwardRenderTechnique();
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NzForwardRenderTechnique();
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~NzForwardRenderTechnique() = default;
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~NzForwardRenderTechnique() = default;
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void Clear(const NzScene* scene) const override;
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bool Draw(const NzScene* scene) const override;
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bool Draw(const NzScene* scene) const override;
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unsigned int GetMaxLightPassPerObject() const;
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unsigned int GetMaxLightPassPerObject() const;
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@ -203,11 +203,6 @@ m_GBufferSize(0U)
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NzDeferredRenderTechnique::~NzDeferredRenderTechnique() = default;
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NzDeferredRenderTechnique::~NzDeferredRenderTechnique() = default;
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void NzDeferredRenderTechnique::Clear(const NzScene* scene) const
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{
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NazaraUnused(scene);
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}
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bool NzDeferredRenderTechnique::Draw(const NzScene* scene) const
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bool NzDeferredRenderTechnique::Draw(const NzScene* scene) const
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{
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{
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NzRecti viewerViewport = scene->GetViewer()->GetViewport();
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NzRecti viewerViewport = scene->GetViewer()->GetViewport();
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@ -50,8 +50,10 @@ m_maxLightPassPerObject(3)
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m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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m_spriteBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Color_UV), &m_vertexBuffer);
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}
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}
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void NzForwardRenderTechnique::Clear(const NzScene* scene) const
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bool NzForwardRenderTechnique::Draw(const NzScene* scene) const
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{
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{
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m_renderQueue.Sort(scene->GetViewer());
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
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NzRenderer::Clear(nzRendererBuffer_Depth);
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NzRenderer::Clear(nzRendererBuffer_Depth);
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@ -59,11 +61,6 @@ void NzForwardRenderTechnique::Clear(const NzScene* scene) const
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NzAbstractBackground* background = (scene->IsBackgroundEnabled()) ? scene->GetBackground() : nullptr;
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NzAbstractBackground* background = (scene->IsBackgroundEnabled()) ? scene->GetBackground() : nullptr;
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if (background)
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if (background)
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background->Draw(scene);
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background->Draw(scene);
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}
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bool NzForwardRenderTechnique::Draw(const NzScene* scene) const
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{
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m_renderQueue.Sort(scene->GetViewer());
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if (!m_renderQueue.opaqueModels.empty())
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if (!m_renderQueue.opaqueModels.empty())
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DrawOpaqueModels(scene);
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DrawOpaqueModels(scene);
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@ -71,7 +71,6 @@ void NzScene::Draw()
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try
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try
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{
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException, true);
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NzErrorFlags errFlags(nzErrorFlag_ThrowException, true);
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m_renderTechnique->Clear(this);
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m_renderTechnique->Draw(this);
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m_renderTechnique->Draw(this);
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}
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}
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catch (const std::exception& e)
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catch (const std::exception& e)
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