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@@ -284,6 +284,10 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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glDebug("rendermode::color");
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{
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glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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m_textures.reset_unit_cache();
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glDebug("render shadowmap start");
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Timer::subsystem.gfx_shadows.start();
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@@ -296,6 +300,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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m_main_fb->bind();
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/*
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if( ( true == m_environmentcubetexturesupport )
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&& ( true == World.InitPerformed() ) ) {
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// potentially update environmental cube map
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@@ -303,6 +308,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack
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}
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}
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*/
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glViewport( 0, 0, 1280, 720 );
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@@ -345,6 +351,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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scene_ubo->update(scene_ubs);
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// opaque parts...
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setup_drawing( false );
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setup_shadow_map(*m_shadow_tex);
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if( false == FreeFlyModeFlag ) {
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glDebug("render cab opaque");
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@@ -363,7 +370,6 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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glDebug("render opaque region");
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setup_shadow_map(*m_shadow_tex);
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Render( simulation::Region );
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// ...translucent parts
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