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@ -736,26 +736,28 @@ void loopIngame()
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{
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{
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uint i = 0;
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uint i = 0;
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uint bloomStage = 0;
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uint bloomStage = 0;
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while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass()))
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while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
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{
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{
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++i;
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++i;
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if (StereoHMD)
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if (StereoDisplay)
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{
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{
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const CViewport &vp = StereoHMD->getCurrentViewport();
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const CViewport &vp = StereoDisplay->getCurrentViewport();
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Driver->setViewport(vp);
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Driver->setViewport(vp);
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Scene->setViewport(vp);
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Scene->setViewport(vp);
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SkyScene->setViewport(vp);
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SkyScene->setViewport(vp);
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StereoHMD->getCurrentFrustum(0, &Camera);
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StereoDisplay->getCurrentFrustum(0, &Camera);
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StereoHMD->getCurrentFrustum(0, &SkyCamera);
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StereoDisplay->getCurrentFrustum(0, &SkyCamera);
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StereoHMD->getCurrentMatrix(0, &Camera);
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StereoDisplay->getCurrentMatrix(0, &Camera);
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}
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}
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if (!StereoHMD || StereoHMD->wantClear())
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if (!StereoDisplay || StereoDisplay->wantClear())
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{
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{
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NL3D::UTexture *rt = StereoDisplay ? StereoDisplay->beginRenderTarget(!s_EnableBloom) : NULL;
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if (s_EnableBloom)
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if (s_EnableBloom)
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{
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{
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nlassert(bloomStage == 0);
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nlassert(bloomStage == 0);
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CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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CBloomEffect::instance().initBloom(/*rt*/); // start bloom effect (just before the first scene element render)
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bloomStage = 1;
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bloomStage = 1;
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}
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}
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@ -763,7 +765,7 @@ void loopIngame()
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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}
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}
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if (!StereoHMD || StereoHMD->wantScene())
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if (!StereoDisplay || StereoDisplay->wantScene())
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{
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{
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// 02. Render Sky (sky scene)
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// 02. Render Sky (sky scene)
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updateSky(); // Render the sky scene before the main scene
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updateSky(); // Render the sky scene before the main scene
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@ -772,17 +774,17 @@ void loopIngame()
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Scene->render(); // Render
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Scene->render(); // Render
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// 05. Render Effects (flare)
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// 05. Render Effects (flare)
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if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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if (!StereoDisplay) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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}
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}
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if (!StereoHMD || StereoHMD->wantInterface3D())
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if (!StereoDisplay || StereoDisplay->wantInterface3D())
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{
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{
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if (s_EnableBloom && bloomStage == 1)
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if (s_EnableBloom && bloomStage == 1)
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{
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{
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// End the actual bloom effect visible in the scene.
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// End the actual bloom effect visible in the scene.
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endBloom();
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CBloomEffect::instance().endBloom();
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if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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bloomStage = 2;
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bloomStage = 2;
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}
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}
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@ -790,14 +792,14 @@ void loopIngame()
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// ...
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// ...
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}
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}
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if (!StereoHMD || StereoHMD->wantInterface2D())
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if (!StereoDisplay || StereoDisplay->wantInterface2D())
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{
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{
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if (s_EnableBloom && bloomStage == 2)
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if (s_EnableBloom && bloomStage == 2)
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{
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{
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// End bloom effect system after drawing the 3d interface (z buffer related).
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// End bloom effect system after drawing the 3d interface (z buffer related).
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if (StereoHMD) Driver->setViewport(NL3D::CViewport());
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if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().endInterfacesDisplayBloom();
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CBloomEffect::instance().endInterfacesDisplayBloom();
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if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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bloomStage = 0;
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bloomStage = 0;
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}
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}
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@ -810,11 +812,16 @@ void loopIngame()
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renderEntitiesNames(); // Render the name on top of the other players
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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updateInterface(); // Update interface
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renderInformation();
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renderInformation();
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if (!StereoHMD) update3dLogo(); // broken with stereo
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if (!StereoDisplay) update3dLogo(); // broken with stereo
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// 08. Render Debug (stuff for dev)
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// 08. Render Debug (stuff for dev)
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// ...
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// ...
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}
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}
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if (StereoDisplay)
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{
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StereoDisplay->endRenderTarget();
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}
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}
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}
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// 09. Render Buffer
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// 09. Render Buffer
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