Finally cubemap is working
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@@ -33,6 +33,11 @@ protected:
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cardinal BkgTexID;
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std::string BkgShaderName;
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float FogBeginDistance;
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float FogEndDistance;
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vec4 FogColor;
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void CalcCamPosVec();
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virtual void DrawQuad(const T2DQuad& quad) = 0;
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@@ -52,6 +57,7 @@ public:
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void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
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void PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
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void SetGLCamAngleView();
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void SetGLCamView();
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void SetGlIdentityView();
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void SetGlPosXView();
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@@ -86,6 +92,14 @@ public:
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void SetBackgroundShader(const std::string& shaderName) { BkgShaderName = shaderName; }
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void DrawBackground();
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float GetFogBeginDistance();
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float GetFogEndDistance();
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vec4 GetFogColor();
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void SetFogBeginDistance(float distance);
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void SetFogEndDistance(float distance);
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};
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@@ -22,11 +22,6 @@ protected:
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bool IsCameraTransparentToLand; //To make it work you must setup LandToCalcCollision
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TSimpleLandClass* LandToCalcCollision;
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float FogBeginDistance;
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float FogEndDistance;
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vec4 FogColor;
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//Other data:
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float ShadowClampValue;
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@@ -44,10 +39,7 @@ public:
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float GetShadowClampValue();
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void SetShadowClampValue(float shadowClampValue);
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float GetFogBeginDistance();
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float GetFogEndDistance();
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vec4 GetFogColor();
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void DrawTriangleList(const TTriangleList& triangleList);
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