Test rendering. Works
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				@ -19,6 +19,34 @@ boost::shared_ptr<TMyApplication> App(new TMyApplication);
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bool animPaused = false;
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Eigen::Matrix3f quatToMatrix(Eigen::Vector4f q) {
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	using namespace Eigen;
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	Matrix3f result;
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	double sqw = q(3)*q(3);
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	double sqx = q(0)*q(0);
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	double sqy = q(1)*q(1);
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	double sqz = q(2)*q(2);
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	// invs (inverse square length) is only required if quaternion is not already normalised
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	double invs = 1 / (sqx + sqy + sqz + sqw);
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	result(0, 0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
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	result(1, 1) = (-sqx + sqy - sqz + sqw)*invs;
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	result(2, 2) = (-sqx - sqy + sqz + sqw)*invs;
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	double tmp1 = q(0)*q(1);
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	double tmp2 = q(2)*q(3);
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	result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
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	result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
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	tmp1 = q(0)*q(2);
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	tmp2 = q(1)*q(3);
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	result(2, 0) = 2.0 * (tmp1 - tmp2)*invs;
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	result(0, 2) = 2.0 * (tmp1 + tmp2)*invs;
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	tmp1 = q(1)*q(2);
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	tmp2 = q(0)*q(3);
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	result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
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	result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
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	return result;
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}
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struct TOnClickTest
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{
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	void operator()()
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@ -105,6 +133,26 @@ void TMyApplication::InnerInit()
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	px = SE::FileToPropertyTree("textures.xml");
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	SE::ResourceManager->TexList.Serialize(*px);
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	//test
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	SE::ResourceManager->TexList.AddTexture("levelshot1.png");
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	testPair.second.Data.Vec3CoordArr[SE::CONST_STRING_POSITION_ATTRIB].emplace_back(Eigen::Vector3f(-100, -100, 0));
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	testPair.second.Data.Vec3CoordArr[SE::CONST_STRING_POSITION_ATTRIB].emplace_back(Eigen::Vector3f(100, 0, 0));
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	testPair.second.Data.Vec3CoordArr[SE::CONST_STRING_POSITION_ATTRIB].emplace_back(Eigen::Vector3f(0, 100, 0));
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	testPair.second.Data.Vec2CoordArr[SE::CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Eigen::Vector2f(0, 0));
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	testPair.second.Data.Vec2CoordArr[SE::CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Eigen::Vector2f(1, 0));
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	testPair.second.Data.Vec2CoordArr[SE::CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Eigen::Vector2f(0, 1));
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	testPair.first.ShaderName = "DefaultShader";
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	testPair.first.SamplerMap[SE::CONST_STRING_TEXTURE_UNIFORM] = "levelshot1.png";
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	testPair.second.RefreshBuffer();
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	//end
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	//this cause exception
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	//px = SE::FileToPropertyTree("fonts.xml");
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	//SE::ResourceManager->FontManager.Serialize(*px);
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@ -160,6 +208,39 @@ void TMyApplication::InnerDeinit()
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//What to do on draw
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void TMyApplication::InnerDraw()
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{
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	using namespace SE;
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	Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
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	Renderer->SetFullScreenViewport();
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	Renderer->PushMatrix();
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	float phi = pi / 6;
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	float alpha = 0;
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	float distance = 2000;
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	Renderer->TranslateMatrix(Vector3f(0, 0, -distance));	
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	Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
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	Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
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	Renderer->RotateMatrix(quat1);
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	Renderer->RotateMatrix(quat2);
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	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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	glDisable(GL_DEPTH_TEST);
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	CheckGlError("");
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	auto mat1 = quatToMatrix(quat1);
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	auto mat2 = quatToMatrix(quat2);
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	Vector3f lightPos = { 0.f, 1.f, 1.f };
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	Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
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	{
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		TRenderParamsSetter params(testPair.first);
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		RenderUniform3fv("eye", eye.data());
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		RenderUniform3fv("lightPos", lightPos.data());
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		Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
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		RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
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		RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
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		RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
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		Renderer->DrawTriangleList(testPair.second);
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	}
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	Renderer->PopMatrix();
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	CheckGlError("");
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}
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//What to do on update. timer means how many ms passed since last update
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@ -42,6 +42,8 @@ public:
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	bool Inited;
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	TMatch3Controller Match3Controller;
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	SE::TRenderPair testPair;
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	TMyApplication() : Inited(false) { }
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