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@@ -99,7 +99,7 @@ namespace bs
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using namespace bs;
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using namespace bs;
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-/** Main entry point into the application. */
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+// Main entry point into the application
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int CALLBACK WinMain(
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int CALLBACK WinMain(
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_In_ HINSTANCE hInstance,
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_In_ HINSTANCE hInstance,
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_In_ HINSTANCE hPrevInstance,
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_In_ HINSTANCE hPrevInstance,
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@@ -155,13 +155,13 @@ namespace bs { namespace ct
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Color gTint; // Tint to apply on top of the texture
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Color gTint; // Tint to apply on top of the texture
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};
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};
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- // Initialized any resources required for rendering
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+ // Initializes any resources required for rendering
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void setup(const SPtr<RenderWindow>& renderWindow)
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void setup(const SPtr<RenderWindow>& renderWindow)
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{
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{
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// This will be the primary output for our rendering (created by the main thread on start-up)
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// This will be the primary output for our rendering (created by the main thread on start-up)
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gRenderWindow = renderWindow;
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gRenderWindow = renderWindow;
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- // Create a GLSL vertex GPU program
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+ // Create a vertex GPU program
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const char* vertProgSrc = getVertexProgSource();
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const char* vertProgSrc = getVertexProgSource();
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GPU_PROGRAM_DESC vertProgDesc;
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GPU_PROGRAM_DESC vertProgDesc;
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@@ -172,7 +172,7 @@ namespace bs { namespace ct
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SPtr<GpuProgram> vertProg = GpuProgram::create(vertProgDesc);
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SPtr<GpuProgram> vertProg = GpuProgram::create(vertProgDesc);
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- // Create a GLSL fragment GPU program
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+ // Create a fragment GPU program
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const char* fragProgSrc = getFragmentProgSource();
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const char* fragProgSrc = getFragmentProgSource();
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GPU_PROGRAM_DESC fragProgDesc;
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GPU_PROGRAM_DESC fragProgDesc;
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