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@@ -255,19 +255,21 @@ public:
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// Randomly create some models
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bx::RngMwc mwc; // Random number generator
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- for (Model & m : m_models)
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+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
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{
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- uint32_t r = mwc.gen() % 256;
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- uint32_t g = mwc.gen() % 256;
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- uint32_t b = mwc.gen() % 256;
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- m.mesh = 1+mwc.gen()%(MESH_COUNT-1);
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- m.color[0] = r/255.0f;
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- m.color[1] = g/255.0f;
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- m.color[2] = b/255.0f;
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- m.color[3] = 1.0f;
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- m.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
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- m.position[1] = 0;
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- m.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
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+ Model& model = m_models[ii];
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+
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+ uint32_t rr = mwc.gen() % 256;
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+ uint32_t gg = mwc.gen() % 256;
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+ uint32_t bb = mwc.gen() % 256;
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+ model.mesh = 1+mwc.gen()%(MESH_COUNT-1);
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+ model.color[0] = rr/255.0f;
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+ model.color[1] = gg/255.0f;
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+ model.color[2] = bb/255.0f;
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+ model.color[3] = 1.0f;
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+ model.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
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+ model.position[1] = 0;
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+ model.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
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}
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// Load ground. We'll just use the cube since I don't have a ground model right now
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@@ -386,12 +388,16 @@ public:
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bgfx::destroyFrameBuffer(m_lightBuffer);
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bgfx::destroyFrameBuffer(m_shadowBuffer);
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- for (uint32_t i = 0; i < BX_COUNTOF(m_gbufferTex); i++)
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- bgfx::destroyTexture(m_gbufferTex[i]);
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+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
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+ {
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+ bgfx::destroyTexture(m_gbufferTex[ii]);
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+ }
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bgfx::destroyTexture(m_lightBufferTex);
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- for (uint32_t i = 0; i < BX_COUNTOF(m_shadowBufferTex); i++)
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- bgfx::destroyTexture(m_shadowBufferTex[i]);
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+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_shadowBufferTex); ++ii)
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+ {
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+ bgfx::destroyTexture(m_shadowBufferTex[ii]);
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+ }
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cameraDestroy();
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