Cleanup.
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0dc5c8392f
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@ -455,12 +455,13 @@ public:
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}
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}
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -5.0f };
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float view[16];
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float proj[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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// Set view and projection matrix for view 0.
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@ -469,7 +470,7 @@ public:
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// Update texturecube using compute shader
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if (bgfx::isValid(m_programCompute) )
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{
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bgfx::setImage(0, s_texCube, m_textureCube[2], 0, bgfx::Access::Write);
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bgfx::setImage(0, m_textureCube[2], 0, bgfx::Access::Write);
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bgfx::dispatch(0, m_programCompute, textureside/16, textureside/16);
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}
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@ -478,23 +479,23 @@ public:
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if (bgfx::isValid(m_textureCube[ii]))
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{
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float mtx[16];
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bx::mtxSRT( mtx, 0.7f, 0.7f, 0.7f, time, time*0.37f, 0.0f, -2.0f +ii*2.0f, 0.0f, 0.0f );
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bx::mtxSRT(mtx, 0.7f, 0.7f, 0.7f, time, time*0.37f, 0.0f, -2.0f +ii*2.0f, 0.0f, 0.0f);
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// Set model matrix for rendering.
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bgfx::setTransform( mtx );
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh );
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bgfx::setIndexBuffer( m_ibh );
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bgfx::setIndexBuffer(m_ibh);
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// Bind texture.
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bgfx::setTexture( 0, s_texCube, m_textureCube[ii] );
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bgfx::setTexture(0, s_texCube, m_textureCube[ii]);
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// Set render states.
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bgfx::setState( BGFX_STATE_DEFAULT );
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit( 0, m_program );
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bgfx::submit(0, m_program);
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}
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}
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