AZDO for new texture format
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@@ -26,7 +26,6 @@
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#include "graphics/render_info.hpp"
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#include "graphics/rtts.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/texture_manager.hpp"
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#include "graphics/vao_manager.hpp"
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#include "tracks/track.hpp"
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#include "modes/world.hpp"
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@@ -360,15 +359,7 @@ void STKMeshSceneNode::render()
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{
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if (!mesh.TextureHandles[0])
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{
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mesh.TextureHandles[0] =
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glGetTextureSamplerHandleARB(mesh.textures[0]->getOpenGLTextureName(),
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ObjectPass1Shader
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::getInstance()->m_sampler_ids[0]);
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}
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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{
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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insertTextureHandle(mesh.TextureHandles[0]);
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mesh.TextureHandles[0] = mesh.textures[0]->getHandle();
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}
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ObjectPass1Shader::getInstance()->setTextureHandles(mesh.TextureHandles[0]);
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}
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@@ -420,34 +411,13 @@ void STKMeshSceneNode::render()
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ObjectPass2Shader::getInstance()->m_sampler_ids[2]);
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] =
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glGetTextureSamplerHandleARB(mesh.textures[0]->getOpenGLTextureName(),
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ObjectPass1Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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{
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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insertTextureHandle(mesh.TextureHandles[0]);
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}
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mesh.TextureHandles[0] = mesh.textures[0]->getHandle();
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if (!mesh.TextureHandles[1])
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mesh.TextureHandles[1] =
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glGetTextureSamplerHandleARB(mesh.textures[1]->getOpenGLTextureName(),
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ObjectPass1Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[1]))
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{
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glMakeTextureHandleResidentARB(mesh.TextureHandles[1]);
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insertTextureHandle(mesh.TextureHandles[1]);
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}
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mesh.TextureHandles[1] = mesh.textures[1]->getHandle();
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if (!mesh.TextureHandles[2])
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mesh.TextureHandles[2] =
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glGetTextureSamplerHandleARB(mesh.textures[2]->getOpenGLTextureName(),
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ObjectPass1Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[2]))
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{
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glMakeTextureHandleResidentARB(mesh.TextureHandles[2]);
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insertTextureHandle(mesh.TextureHandles[2]);
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}
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mesh.TextureHandles[2] = mesh.textures[2]->getHandle();
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ObjectPass2Shader::getInstance()
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->setTextureHandles(DiffuseHandle, SpecularHandle, SSAOHandle,
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@@ -532,14 +502,7 @@ void STKMeshSceneNode::render()
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if (CVS->isAZDOEnabled())
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{
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] =
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glGetTextureSamplerHandleARB(mesh.textures[0]->getOpenGLTextureName(),
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ObjectPass1Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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{
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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insertTextureHandle(mesh.TextureHandles[0]);
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}
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mesh.TextureHandles[0] = mesh.textures[0]->getHandle();
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Shaders::TransparentFogShader::getInstance()
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->setTextureHandles(mesh.TextureHandles[0]);
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}
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@@ -574,14 +537,7 @@ void STKMeshSceneNode::render()
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if (CVS->isAZDOEnabled())
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{
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] =
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glGetTextureSamplerHandleARB(mesh.textures[0]->getOpenGLTextureName(),
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ObjectPass1Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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{
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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insertTextureHandle(mesh.TextureHandles[0]);
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}
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mesh.TextureHandles[0] = mesh.textures[0]->getHandle();
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Shaders::TransparentShader::getInstance()->setTextureHandles(mesh.TextureHandles[0]);
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}
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else
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