Working on web version
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@@ -72,7 +72,7 @@ namespace ZL
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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ZL::CheckGlError(__FILE__, __LINE__);
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renderer.InitOpenGL();
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#ifdef EMSCRIPTEN
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@@ -236,7 +236,7 @@ namespace ZL
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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CheckGlError();
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CheckGlError(__FILE__, __LINE__);
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}
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void Game::drawScene() {
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@@ -249,11 +249,15 @@ namespace ZL
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if (currentLocation)
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{
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if (currentLocation->shadowMap) {
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CheckGlError(__FILE__, __LINE__);
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currentLocation->drawShadowDepthPass();
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CheckGlError(__FILE__, __LINE__);
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currentLocation->drawGameWithShadows();
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CheckGlError(__FILE__, __LINE__);
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}
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else {
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currentLocation->drawGame();
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CheckGlError(__FILE__, __LINE__);
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}
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}
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else
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@@ -262,7 +266,7 @@ namespace ZL
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}
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drawUI();
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}
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CheckGlError();
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CheckGlError(__FILE__, __LINE__);
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}
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void Game::drawLoading()
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@@ -289,7 +293,7 @@ namespace ZL
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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CheckGlError();
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CheckGlError(__FILE__, __LINE__);
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}
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@@ -329,7 +333,7 @@ namespace ZL
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}
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void Game::render() {
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ZL::CheckGlError();
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ZL::CheckGlError(__FILE__, __LINE__);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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