Changing in which order stuff is drawn.
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63acfef341
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@ -474,13 +474,28 @@ void Graphics::render(double time)
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lightingShader->setUniform("movement", wind);
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lightingShader->setUniform("time", (float) time);
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if (renderWorld) {
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// render the level
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
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}
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if (renderDebug) {
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debugDrawer.setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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level->getPhysics()->getWorld()->debugDrawWorld();
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debugDrawer.setDebugMode(btIDebugDraw::DBG_NoDebug);
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unsigned int data_count = debugDrawer.getData()->size();
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float* debugData = new float[data_count];
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for (unsigned int i = 0; i<data_count; i++) {
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debugData[i] = debugDrawer.getData()->at(i);
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}
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debug_ab->setDataElements(data_count/6, debugData);
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debugDrawer.clearData();
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debugShader->use();
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debugShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
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debug_vao->render();
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}
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// draw flames on top
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if (renderFlames) {
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flameShader->use();
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@ -528,21 +543,6 @@ void Graphics::render(double time)
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glBlitFramebuffer(0, 0, windowSize.x, windowSize.y, 0, 0, windowSize.x, windowSize.y,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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if (renderDebug) {
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debugDrawer.setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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level->getPhysics()->getWorld()->debugDrawWorld();
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debugDrawer.setDebugMode(btIDebugDraw::DBG_NoDebug);
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unsigned int data_count = debugDrawer.getData()->size();
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float* debugData = new float[data_count];
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for (unsigned int i = 0; i<data_count; i++) {
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debugData[i] = debugDrawer.getData()->at(i);
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}
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debug_ab->setDataElements(data_count/6, debugData);
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debugDrawer.clearData();
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debugShader->use();
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debugShader->setUniform("viewProjectionMatrix", lightingViewProjectionMatrix);
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debug_vao->render();
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}
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}
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}
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