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Address PR comments
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@@ -71,36 +71,36 @@ public:
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* depending on where in the render cycle you are. Especially after the Deferred
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* Caster Tasks.
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*
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* \return GLuint identifier of the currently NOT used pingPongTexture
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* \return identifier of the currently NOT used pingPongTexture
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*/
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GLuint additionalColorTexture1();
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GLuint additionalColorTexture1() const;
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/**
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* Gives access to the exitColorTexture. This texture is available for all RenderBins.
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* However, it cannot be used at the same time as the Raycaster Tasks. The size of the
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* texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the exitColorTexture
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* \return identifier of the exitColorTexture
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*/
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GLuint additionalColorTexture2();
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GLuint additionalColorTexture2() const;
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/**
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* Gives access to the fxaaTexture. This texture is available for all RenderBins.
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* However, it cannot be used at the same time as the FXAA Task. The size of the
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* texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the fxaaTexture
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* \return identifier of the fxaaTexture
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*/
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GLuint additionalColorTexture3();
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GLuint additionalColorTexture3() const;
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/**
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* Gives access to the exitDepthTexture. This texture is available for all RenderBins.
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* However, it cannot be used at the same time as the Raycaster Tasks. The size of the
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* texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the exitDepthTexture
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* \return identifier of the exitDepthTexture
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*/
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GLuint additionalDepthTexture();
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GLuint additionalDepthTexture() const;
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//=============================//
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//===== Access G-buffer =====//
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@@ -111,36 +111,36 @@ public:
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the color texture of the G-buffer
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* \return identifier of the color texture of the G-buffer
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*/
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GLuint gBufferColorTexture();
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GLuint gBufferColorTexture() const;
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/**
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* Gives access to the position texture of the G-buffer. NOTE: This texture is used for
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the position texture of the G-buffer
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* \return identifier of the position texture of the G-buffer
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*/
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GLuint gBufferPositionTexture();
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GLuint gBufferPositionTexture() const;
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/**
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* Gives access to the normal texture of the G-buffer. NOTE: This texture is used for
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the normal texture of the G-buffer
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* \return identifier of the normal texture of the G-buffer
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*/
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GLuint gBufferNormalTexture();
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GLuint gBufferNormalTexture() const;
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/**
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* Gives access to the depth texture of the G-buffer. NOTE: This texture is used for
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* the majority of rendering the scene and might be already in use. Use CAUTION when
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* using this function. The size of the texture is the resolution of the viewport.
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*
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* \return GLuint identifier of the depth texture of the G-buffer
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* \return identifier of the depth texture of the G-buffer
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*/
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GLuint gBufferDepthTexture();
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GLuint gBufferDepthTexture() const;
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void initialize();
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void deinitialize();
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@@ -68,7 +68,7 @@ public:
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RenderEngine();
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virtual ~RenderEngine() override;
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FramebufferRenderer* renderer();
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const FramebufferRenderer& renderer() const;
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void initialize();
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void initializeGL();
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