Fill Matrix data before rendering Scene
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@ -354,7 +354,6 @@ private:
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void renderTransparent();
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void renderParticles();
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void computeSunVisibility();
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void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
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void renderShadows();
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void renderGlow(std::vector<GlowData>& glows);
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void renderSSAO();
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@ -676,6 +675,7 @@ public:
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void onUnloadWorld();
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void renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadows);
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void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
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// --------------------- RTT --------------------
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/**
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@ -173,6 +173,7 @@ void ModelViewWidget::update(float delta)
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irr_driver->getSceneManager()->setActiveCamera(m_camera);
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std::vector<IrrDriver::GlowData> glows;
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irr_driver->computeCameraMatrix(m_camera, 512, 512);
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irr_driver->renderScene(m_camera, glows, GUIEngine::getLatestDt(), false);
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m_frame_buffer = irr_driver->getPostProcessing()->render(m_camera);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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