Quake maps geometry batching
Rendering Optimization
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@@ -34,14 +34,14 @@ namespace Nuake {
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CastShadows = toggle;
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if (CastShadows)
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{
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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m_Framebuffers[i] = CreateRef<FrameBuffer>(false, glm::vec2(4096, 4096));
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m_Framebuffers[i]->SetTexture(CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
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}
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}
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else {
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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m_Framebuffers[i] = nullptr;
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}
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@@ -96,7 +96,7 @@ namespace Nuake {
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void LightComponent::Draw(TransformComponent transformComponent, Ref<Camera> cam)
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{
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Renderer::RegisterLight(transformComponent, *this, cam);
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}
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void LightComponent::DrawDeferred(TransformComponent transformComponent, Camera* cam)
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