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Fixed bugs caused by adding switching glBlendFunc
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@ -408,6 +408,8 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
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float fadeTimer = world->getGameTime() - world->state->fadeStart;
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float fadeTimer = world->getGameTime() - world->state->fadeStart;
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if (fadeTimer < world->state->fadeTime || !world->state->fadeOut) {
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if (fadeTimer < world->state->fadeTime || !world->state->fadeOut) {
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/// @todo rewrite this render code to use renderer class
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(ssRectProgram);
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glUseProgram(ssRectProgram);
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glUniform2f(ssRectOffset, 0.f, 0.f);
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glUniform2f(ssRectOffset, 0.f, 0.f);
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glUniform2f(ssRectSize, 1.f, 1.f);
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glUniform2f(ssRectSize, 1.f, 1.f);
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@ -542,7 +544,9 @@ void GameRenderer::drawTexture(TextureData* texture, glm::vec4 extents) {
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extents.y -= .5f;
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extents.y -= .5f;
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extents *= glm::vec4(2.f, -2.f, 1.f, 1.f);
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extents *= glm::vec4(2.f, -2.f, 1.f, 1.f);
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/// @todo rewrite this render code to use renderer class
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUniform2f(ssRectOffset, extents.x, extents.y);
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glUniform2f(ssRectOffset, extents.x, extents.y);
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glUniform2f(ssRectSize, extents.z, extents.w);
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glUniform2f(ssRectSize, extents.z, extents.w);
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@ -572,7 +576,9 @@ void GameRenderer::drawColour(const glm::vec4& colour, glm::vec4 extents) {
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extents.y -= .5f;
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extents.y -= .5f;
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extents *= glm::vec4(2.f, -2.f, 1.f, 1.f);
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extents *= glm::vec4(2.f, -2.f, 1.f, 1.f);
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/// @todo rewrite this render code to use renderer class
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUniform2f(ssRectOffset, extents.x, extents.y);
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glUniform2f(ssRectOffset, extents.x, extents.y);
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glUniform2f(ssRectSize, extents.z, extents.w);
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glUniform2f(ssRectSize, extents.z, extents.w);
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@ -672,7 +678,9 @@ void GameRenderer::renderPaths() {
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}
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}
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void GameRenderer::renderLetterbox() {
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void GameRenderer::renderLetterbox() {
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/// @todo rewrite this render code to use renderer class
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glUseProgram(ssRectProgram);
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glUseProgram(ssRectProgram);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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const float cinematicExperienceSize = 0.15f;
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const float cinematicExperienceSize = 0.15f;
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glUniform2f(ssRectOffset, 0.f, -1.f * (1.f - cinematicExperienceSize));
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glUniform2f(ssRectOffset, 0.f, -1.f * (1.f - cinematicExperienceSize));
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glUniform2f(ssRectSize, 1.f, cinematicExperienceSize);
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glUniform2f(ssRectSize, 1.f, cinematicExperienceSize);
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