Debugging materials...
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@ -1,4 +1,4 @@
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material TextureAtlasMaterial
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material TextureAtlasMultiMaterial
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{
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{
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technique
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technique
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{
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{
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@ -6,6 +6,8 @@ material TextureAtlasMaterial
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{
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{
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ambient 0.0 0.0 0.0
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ambient 0.0 0.0 0.0
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diffuse 0.0 0.0 0.0
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diffuse 0.0 0.0 0.0
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depth_bias -5 -5
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}
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}
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pass
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pass
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@ -28,9 +30,8 @@ material TextureAtlasMaterial
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{
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{
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texture texture_atlas.png
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texture texture_atlas.png
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filtering none
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filtering none
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}
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}
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depth_bias 1 1
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scene_blend add
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scene_blend add
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}
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}
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}
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}
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28
media/materials/scripts/TextureAtlasSingle.material
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28
media/materials/scripts/TextureAtlasSingle.material
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@ -0,0 +1,28 @@
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material TextureAtlasSingleMaterial
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{
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technique
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{
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pass
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{
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vertex_program_ref TextureAtlasOneLightVertexProgram
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{
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param_named_auto world world_matrix
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param_named_auto viewProj viewproj_matrix
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param_named_auto ambient ambient_light_colour
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param_named_auto light0.position light_position 0
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param_named_auto light0.diffuseColour light_diffuse_colour 0
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param_named_auto light0.attenuation light_attenuation 0
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}
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fragment_program_ref TextureAtlasFragmentProgram
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{
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}
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texture_unit
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{
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texture texture_atlas.png
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filtering none
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}
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}
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}
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}
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@ -181,7 +181,10 @@ namespace Ogre
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{
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{
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//We have to create the surfaces
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//We have to create the surfaces
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singleMaterialSurfacePatchRenderable = new SurfacePatchRenderable(singleMaterialPatch,materialMap->getMaterialAtIndex(1));
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singleMaterialSurfacePatchRenderable = new SurfacePatchRenderable(singleMaterialPatch,materialMap->getMaterialAtIndex(1));
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multiMaterialSurfacePatchRenderable = new SurfacePatchRenderable(multiMaterialPatch,materialMap->getMaterialAtIndex(1));
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multiMaterialSurfacePatchRenderable = new SurfacePatchRenderable(multiMaterialPatch,materialMap->getMaterialAtIndex(2));
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multiMaterialSurfacePatchRenderable->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_3);
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singleMaterialSurfacePatchRenderable->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_4);
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m_singleMaterialSurfaces[regionX][regionY][regionZ] = singleMaterialSurfacePatchRenderable;
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m_singleMaterialSurfaces[regionX][regionY][regionZ] = singleMaterialSurfacePatchRenderable;
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sceneNode->attachObject(singleMaterialSurfacePatchRenderable);
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sceneNode->attachObject(singleMaterialSurfacePatchRenderable);
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