Working on web version
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@@ -490,10 +490,10 @@ void Character::draw(Renderer& renderer) {
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}
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if (!enabled) return;
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if (!isPlayer && hp <= 0)
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/*if (!isPlayer && hp <= 0)
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{
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return;
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}
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}*/
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if (useGpuSkinning) {
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drawGpuSkinning(renderer);
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return;
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@@ -665,10 +665,10 @@ void Character::drawAttachedWeapon(Renderer& renderer)
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void Character::drawShadowDepth(Renderer& renderer) {
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if (!enabled) return;
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if (!isPlayer && hp <= 0)
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/*if (!isPlayer && hp <= 0)
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{
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return;
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}
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}*/
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if (useGpuSkinning) {
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drawShadowDepthGpuSkinning(renderer);
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} else {
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@@ -764,10 +764,10 @@ void Character::drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightF
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renderer.RenderUniform1f("uAlpha", 1.0f);
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glDisable(GL_BLEND);
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if (!isPlayer && hp <= 0)
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/*if (!isPlayer && hp <= 0)
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{
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return;
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}
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}*/
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if (useGpuSkinning) {
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drawGpuSkinningWithShadow(renderer, lightFromCamera, shadowMapTex, lightDirCamera);
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} else {
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@@ -912,7 +912,7 @@ void Character::drawNight(Renderer& renderer, const float* pointLightPosEye, con
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renderer.RenderUniform1f("uAlpha", 1.0f);
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glDisable(GL_BLEND);
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if (!isPlayer && hp <= 0) return;
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//if (!isPlayer && hp <= 0) return;
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if (useGpuSkinning) {
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drawNightGpuSkinning(renderer, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount, ambientColor, fogColor);
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@@ -1050,7 +1050,7 @@ void Character::drawNightWithShadow(Renderer& renderer,
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}
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renderer.RenderUniform1f("uAlpha", 1.0f);
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glDisable(GL_BLEND);
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if (!isPlayer && hp <= 0) return;
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//if (!isPlayer && hp <= 0) return;
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if (useGpuSkinning) {
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drawNightGpuSkinningWithShadow(renderer, plPosEye, plDirEye, plColors, plCount, lightFromCamera, shadowMapTex, ambientColor, fogColor);
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