Update code to engine fixed
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@ -11,7 +11,6 @@
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TMyApplication* Application;
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//static const float BUFFER_DISTANCE = 30.f;
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static const float BUFFER_DISTANCE = 50.f;
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@ -73,7 +72,8 @@ TRenderPair linesToRenderBoxes(const std::vector<std::pair<Vector2f, Vector2f>>&
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}
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pair.second.RefreshBuffer();
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pair.first = TRenderParams().withShader("AntialiasingShader");
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return pair;
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}
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@ -102,26 +102,11 @@ void TMyApplication::InnerInit()
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}
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srand (static_cast<size_t>(time(NULL)));
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//ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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//ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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#ifdef USE_SHADER_X16
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ResourceManager->ShaderManager.AddShader("AntialiasingShader", "ms_vertex.txt", "ms_fragment_x16.txt");
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#else
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ResourceManager->ShaderManager.AddShader("AntialiasingShader", "ms_vertex.txt", "ms_fragment.txt");
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#endif
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//Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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Renderer->PushShader("AntialiasingShader");
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std::vector<std::pair<Vector2f, Vector2f>> lineArr;
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for (int i = 0; i < 10; i++)
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@ -135,6 +120,8 @@ void TMyApplication::InnerInit()
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lineRenderPair = linesToRenderBoxes(lineArr);
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Renderer->PushShader("AntialiasingShader");
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Renderer->SetOrthoProjection();
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Renderer->SetFullScreenViewport();
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@ -186,26 +173,15 @@ void TMyApplication::InnerDraw()
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{
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//Render the frame
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Renderer->PushShader("AntialiasingShader");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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CheckGlError("");
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EnableVertexAttribArray("vLineParams");
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EnableVertexAttribArray("vStartPointEndPoint");
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TRenderParamsSetter params(lineRenderPair.first);
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Renderer->DrawTriangleList(lineRenderPair.second);
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DisableVertexAttribArray("vStartPointEndPoint");
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DisableVertexAttribArray("vLineParams");
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Renderer->PopShader();
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CheckGlError("");
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