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Make DebugDrawer a LightManager child, don't use VAO for lines
Fixes terrain lighting but currently breaks non-line primitive rendering in exteriors
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2 changed files with 2 additions and 2 deletions
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@ -433,7 +433,7 @@ namespace MWRender
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}
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}
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mDebugDraw = new Debug::DebugDrawer(mResourceSystem->getSceneManager()->getShaderManager());
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mDebugDraw = new Debug::DebugDrawer(mResourceSystem->getSceneManager()->getShaderManager());
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mRootNode->addChild(mDebugDraw);
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sceneRoot->addChild(mDebugDraw);
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mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
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mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
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@ -232,7 +232,7 @@ namespace Debug
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auto vertices = new osg::Vec3Array;
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auto vertices = new osg::Vec3Array;
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auto color = new osg::Vec3Array;
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auto color = new osg::Vec3Array;
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lines.setDataVariance(osg::Object::STATIC);
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lines.setDataVariance(osg::Object::STATIC);
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lines.setUseVertexArrayObject(true);
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lines.setUseVertexBufferObjects(true);
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lines.setUseDisplayList(false);
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lines.setUseDisplayList(false);
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lines.setCullingActive(false);
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lines.setCullingActive(false);
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