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Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
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@@ -172,15 +172,17 @@ public:
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bool is_emitter() const;
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public:
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static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
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// the state of the walk drawing a model: per thread, as the vulkan renderer walks the passes of the scene on several of them at
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// once (gfx.vulkan.parallelpasses)
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static thread_local size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
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// seed of the currently rendered model instance, combined with m_variantgroup it picks
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// texture variants for materials which declare them. 0 for instances without own seed
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static std::uint32_t iVariantSeed;
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static material_handle const *ReplacableSkinId;
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static int iAlpha; // maska bitowa dla danego przebiegu
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static float fSquareDist;
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static TModel3d *pRoot;
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static std::string *pasText; // tekst dla wyświetlacza (!!!! do przemyślenia)
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static thread_local std::uint32_t iVariantSeed;
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static thread_local material_handle const *ReplacableSkinId;
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static thread_local int iAlpha; // maska bitowa dla danego przebiegu
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static thread_local float fSquareDist;
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static thread_local TModel3d *pRoot;
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static thread_local std::string *pasText; // tekst dla wyświetlacza (!!!! do przemyślenia)
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TSubModel() = default;
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~TSubModel();
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std::pair<int, int> Load(cParser &Parser, /*TModel3d *Model, int Pos,*/ bool dynamic);
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