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virtual opengl matrix stack, light glare billboards
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@@ -89,6 +89,9 @@ class opengl_camera {
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public:
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// methods:
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inline
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void
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update_frustum() { m_frustum.calculate(); }
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inline
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void
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update_frustum(glm::mat4 &Projection, glm::mat4 &Modelview) { m_frustum.calculate(Projection, Modelview); }
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bool
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@@ -122,12 +125,16 @@ public:
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Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
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bool
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Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
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void
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Render( TSubModel *Submodel );
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bool
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Render_Alpha( TDynamicObject *Dynamic );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
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void
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Render_Alpha( TSubModel *Submodel );
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#endif
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// maintenance jobs
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void
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@@ -185,6 +192,7 @@ private:
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double m_updateaccumulator{ 0.0 };
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std::string m_debuginfo;
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GLFWwindow *m_window{ nullptr };
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texture_manager::size_type m_glaretextureid{ -1 };
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};
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extern opengl_renderer GfxRenderer;
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