finished tutorial 7
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@@ -30,11 +30,11 @@ MeshMaterial::MeshMaterial(const MeshBuilderData& data,
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id = rand() % 1000000;
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if (data.lightMapEnabled) {
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lightmapFlag = false;
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lightmapFlag = true;
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TYRA_ASSERT(material->frames[0]->colors != nullptr,
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"Colors faces are required");
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} else {
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lightmapFlag = true;
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lightmapFlag = false;
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}
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ambient.set(material->ambient);
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@@ -112,9 +112,10 @@ void DynamicPipeline::render(const DynamicMesh* mesh,
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auto* texture =
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rendererCore->texture.repository.getByMeshMaterialId(material->id);
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TYRA_ASSERT(
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texture, "Texture for material: ", material->name, "Id: ", material->id,
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"Was not found in texture repository! Did you forget to add texture?");
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TYRA_ASSERT(texture, "Texture for material: ", material->name,
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"Id: ", material->id,
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"Was not found in texture repository! Did you forget to add "
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"texture or disable texture coords loading in mesh?");
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for (u32 k = 0; k < partsCount; k++) {
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auto& buffer = buffers[bufferIndex];
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@@ -96,7 +96,7 @@ void StaticPipeline::render(const StaticMesh* mesh,
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u32 maxVertCount = core.getMaxVertCountByBag(&bag);
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StaPipBagPackagesBBox* bbox = nullptr;
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if (bag.info->frustumCulling == PipelineFrustumCulling_Precise) {
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if (bag.info->frustumCulling == PipelineInfoBagFrustumCulling_Precise) {
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bbox = cacher.getBBoxesByMesh(materialFrame, maxVertCount);
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}
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@@ -143,9 +143,9 @@ StaPipColorBag* StaticPipeline::getColorBag(
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auto* result = new StaPipColorBag();
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if (material->lightmapFlag) {
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result->single = &material->ambient;
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} else {
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result->many = materialFrame->colors;
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} else {
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result->single = &material->ambient;
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}
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return result;
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@@ -160,10 +160,10 @@ StaPipTextureBag* StaticPipeline::getTextureBag(
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result->texture =
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rendererCore->texture.repository.getByMeshMaterialId(material->id);
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TYRA_ASSERT(
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result->texture, "Texture for material: ", material->name,
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"Id: ", material->id,
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"Was not found in texture repository! Did you forget to add texture?");
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TYRA_ASSERT(result->texture, "Texture for material: ", material->name,
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"Id: ", material->id,
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"Was not found in texture repository! Did you forget to add "
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"texture or disable texture coords loading in mesh?");
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result->coordinates = materialFrame->textureCoords;
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