disable interlacing and texture cache manager
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@@ -57,7 +57,7 @@ void Tutorial01 ::init() {
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warriorTex = engine->renderer.core.texture.repository.getBySpriteOrMesh(
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warrior->getMaterial(0)->getId());
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warriorsCount = 12;
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warriorsCount = 22;
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warriors = new DynamicMesh*[warriorsCount];
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for (u8 i = 0; i < warriorsCount; i++) {
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warriors[i] = new DynamicMesh(*warrior);
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@@ -90,7 +90,10 @@ void Tutorial01 ::init() {
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dynpip.setRenderer(&engine->renderer.core);
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stapip.setRenderer(&engine->renderer.core);
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picture = get2DPicture(&engine->renderer);
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picturesCount = 1;
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pictures = new Sprite*[picturesCount];
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for (u32 i = 0; i < picturesCount; i++)
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pictures[i] = get2DPicture(&engine->renderer);
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u32 rows = 16; // 64
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u32 columns = 16; // 64
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@@ -149,28 +152,29 @@ void Tutorial01 ::loop() {
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blocks[i].model = translations[i] * rotations[i] * scales[i];
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}
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// engine->renderer.renderer2D.render(picture);
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for (u32 i = 0; i < picturesCount; i++)
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engine->renderer.renderer2D.render(pictures[i]);
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engine->renderer.renderer3D.usePipeline(&stapip);
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{
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// stapip.render(staticMesh, staOptions);
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stapip.render(staticMesh, staOptions);
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stapip.render(skybox, skyboxOptions);
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}
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// engine->renderer.renderer3D.usePipeline(&dynpip);
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// {
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// dynpip.render(cube);
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// Threading::switchThread();
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// for (u8 i = 0; i < warriorsCount; i++) {
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// dynpip.render(warriors[i], dynOptions);
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// if (i == 5) Threading::switchThread();
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// if (i == 10) Threading::switchThread();
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// if (i == 15) Threading::switchThread();
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// }
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// }
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engine->renderer.renderer3D.usePipeline(&dynpip);
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{
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dynpip.render(cube);
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Threading::switchThread();
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for (u8 i = 0; i < warriorsCount; i++) {
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dynpip.render(warriors[i], dynOptions);
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if (i == 5) Threading::switchThread();
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if (i == 10) Threading::switchThread();
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if (i == 15) Threading::switchThread();
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}
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}
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// engine->renderer.renderer3D.usePipeline(&mcPip);
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// { mcPip.render(blocks, blocksCount, blocksTex); }
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engine->renderer.renderer3D.usePipeline(&mcPip);
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{ mcPip.render(blocks, blocksCount, blocksTex); }
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}
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engine->renderer.endFrame();
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}
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@@ -237,7 +241,7 @@ Sprite* get2DPicture(Renderer* renderer) {
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auto* sprite = new Sprite;
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sprite->size.set(128.0F, 128.0F);
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sprite->position.set(500.0F, 280.0F);
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sprite->position.set(300.0F, 280.0F);
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renderer->core.texture.repository.add(FileUtils::fromCwd("reward.png"))
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->addLink(sprite->getId());
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