Fixed [Color|Texture]Background not rendering
Former-commit-id: a3bb4bd62176fea7ba88993b445b55e72c2c1835
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7d2981d9a2
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ffb993c864
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@ -14,7 +14,7 @@ namespace
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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.depthFunc = nzRendererComparison_Equal;
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states.depthFunc = nzRendererComparison_Equal;
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states.faceCulling = nzFaceSide_Front;
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states.faceCulling = nzFaceSide_Back;
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states.parameters[nzRendererParameter_DepthBuffer] = true;
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states.parameters[nzRendererParameter_DepthBuffer] = true;
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states.parameters[nzRendererParameter_DepthWrite] = false;
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states.parameters[nzRendererParameter_DepthWrite] = false;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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@ -34,8 +34,6 @@ m_color(color)
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params.fullscreenQuad.diffuseMapping = false;
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params.fullscreenQuad.diffuseMapping = false;
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m_program = NzShaderProgramManager::Get(params);
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m_program = NzShaderProgramManager::Get(params);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
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m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
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}
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}
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void NzColorBackground::Draw(const NzScene* scene) const
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void NzColorBackground::Draw(const NzScene* scene) const
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@ -47,6 +45,9 @@ void NzColorBackground::Draw(const NzScene* scene) const
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetShaderProgram(m_program);
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NzRenderer::SetShaderProgram(m_program);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
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m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
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NzRenderer::DrawFullscreenQuad();
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NzRenderer::DrawFullscreenQuad();
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}
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}
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@ -14,7 +14,7 @@ namespace
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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.depthFunc = nzRendererComparison_Equal;
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states.depthFunc = nzRendererComparison_Equal;
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states.faceCulling = nzFaceSide_Front;
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states.faceCulling = nzFaceSide_Back;
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states.parameters[nzRendererParameter_DepthBuffer] = true;
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states.parameters[nzRendererParameter_DepthBuffer] = true;
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states.parameters[nzRendererParameter_DepthWrite] = false;
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states.parameters[nzRendererParameter_DepthWrite] = false;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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@ -33,9 +33,6 @@ NzTextureBackground::NzTextureBackground()
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params.fullscreenQuad.diffuseMapping = true;
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params.fullscreenQuad.diffuseMapping = true;
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m_program = NzShaderProgramManager::Get(params);
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m_program = NzShaderProgramManager::Get(params);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
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m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
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m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
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}
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}
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NzTextureBackground::NzTextureBackground(NzTexture* texture) :
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NzTextureBackground::NzTextureBackground(NzTexture* texture) :
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@ -54,6 +51,10 @@ void NzTextureBackground::Draw(const NzScene* scene) const
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NzRenderer::SetShaderProgram(m_program);
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NzRenderer::SetShaderProgram(m_program);
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NzRenderer::SetTexture(0, m_texture);
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NzRenderer::SetTexture(0, m_texture);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
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m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
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m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
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NzRenderer::DrawFullscreenQuad();
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NzRenderer::DrawFullscreenQuad();
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}
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}
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