- I only scanned the first language in reading the JSON action manifest for names
- you probably want all the names keyed on language
- You probably need to remove the singlePass (not the same as singleTexture) code from it
- Read about single-pass stereo instancing if you want to try to implement
- You definitely want replace
VertexBuffer
element hashes with CRC32 - replace
VertexElement
's instanced flag with a instanceStep integer (this is why you need a CRC32 instead)
- Add
SetElements
toVertexBuffer
, just set the elements and then callUpdateOffsets()
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// Performs parallax | |
float HeightFieldRaycast(float2 dp, float2 ds) | |
{ | |
const int linearSteps = 20; | |
const int binarySteps = 10; | |
float size = 1.0 / float(linearSteps); | |
float depth = 0.0; | |
for (int i = 0; i < linearSteps; i++) |
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/* | |
Copyright (c) 2012 Muhammed Ikbal Akpaca | |
This software is provided 'as-is', without any express or implied | |
warranty. In no event will the authors be held liable for any damages | |
arising from the use of this software. | |
Permission is granted to anyone to use this software for any purpose, | |
including commercial applications, and to alter it and redistribute it | |
freely, subject to the following restrictions: |
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#include "IMWidget.h" | |
#include <QAction> | |
#include <QApplication> | |
#include <QClipboard> | |
#include <QComboBox> | |
#include <QImage> | |
#include <QItemDelegate> | |
#include <QListWidget> | |
#include <QPainter> |
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using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
namespace DelveLib | |
{ | |
public class DecalMesh : IDisposable | |
{ |
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#include "../Precompiled.h" | |
#include "../AngelScript/Addons.h" | |
#include "../AngelScript/Script.h" | |
#include "../Math/Color.h" | |
#include "../Math/Vector2.h" | |
#include "../Math/Vector3.h" | |
#include "../Math/Vector4.h" | |
#include <AngelScript\angelscript.h> |
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#include "ImmediateRender.h" | |
#include "../Core/Context.h" | |
#include "../Graphics/VertexBuffer.h" | |
#include "../Graphics/Camera.h" | |
#include "../Graphics/Graphics.h" | |
#include "../Scene/Node.h" | |
#include "../Input/Input.h" | |
#include "../Graphics/View.h" | |
#include "../Graphics/Viewport.h" |
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// Swap to pop array of structs | |
public class StructArray<T> where T : struct | |
{ | |
public T[] items_; | |
public int Count { get; private set; } | |
public int Capacity { get; private set; } | |
public StructArray(int capacity) | |
{ | |
Resize(capacity); |
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#include "AnimProc.h" | |
#include "../Graphics/Animation.h" | |
#include "../IO/Log.h" | |
namespace Urho3D | |
{ | |
/// Pulls out an interpolated keyframe from a track based on time. | |
/// The time value of the key will be set to the given time value, overwrite if undesired. |
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<graph name="Material" candebug="false" color="orange"> | |
<!-- | |
<in /> = designates an input socket | |
<out /> = designates an output socket | |
<metadata></metadata> = can be attached to sockets or nodes themselves | |
List of Metadata: [NAME], [valid targets] = [purpose/effect] | |