Moving included to header.
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11
graphics.cc
11
graphics.cc
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#include "main.hh"
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#include "graphics.hh"
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#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
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#include <ACGL/OpenGL/Creator/VertexArrayObjectCreator.hh>
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#include <ACGL/OpenGL/Creator/Texture2DCreator.hh>
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#include <ACGL/OpenGL/Objects.hh>
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#include <ACGL/Base/Settings.hh>
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#include <ACGL/Math/Math.hh>
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#include <ACGL/OpenGL/Data/TextureLoadStore.hh>
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#include <ACGL/OpenGL/Managers.hh>
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using namespace std;
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using namespace std;
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using namespace ACGL::OpenGL;
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using namespace ACGL::OpenGL;
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13
graphics.hh
13
graphics.hh
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#ifndef GRAPHICS_HH_INCLUDED
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#ifndef GRAPHICS_HH_INCLUDED
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#define GRAPHICS_HH_INCLUDED
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#define GRAPHICS_HH_INCLUDED
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#endif
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#include "main.hh"
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#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
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#include <ACGL/OpenGL/Creator/VertexArrayObjectCreator.hh>
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#include <ACGL/OpenGL/Creator/Texture2DCreator.hh>
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#include <ACGL/OpenGL/Objects.hh>
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#include <ACGL/Base/Settings.hh>
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#include <ACGL/Math/Math.hh>
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#include <ACGL/OpenGL/Data/TextureLoadStore.hh>
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#include <ACGL/OpenGL/Managers.hh>
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// gets called after the OpenGL window is prepared, init of example specific stuff:
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// gets called after the OpenGL window is prepared, init of example specific stuff:
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void initCustomResources();
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void initCustomResources();
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@ -17,3 +26,5 @@ void resizeCallback( GLFWwindow *, int newWidth, int newHeight );
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// to build the projection matrix:
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// to build the projection matrix:
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glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
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glm::mat4 buildFrustum( float phiInDegree, float near, float far, float aspectRatio);
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#endif
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