Add lightviz to spheremap
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@ -308,6 +308,16 @@ void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const c
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size_t count = mesh.IndexCount;
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compressTexture(mesh.textures[0], true);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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setTexture(MeshShader::SphereMapShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix);
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