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@@ -311,11 +311,11 @@ public:
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// Set view 0 clear state.
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bgfx::setViewClear(0
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- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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- , 0x303030ff
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- , 1.0f
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- , 0
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- );
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+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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+ , 0x303030ff
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+ , 1.0f
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+ , 0
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+ );
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m_wfProgram = loadProgram("vs_wf_wireframe", "fs_wf_wireframe");
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m_meshProgram = loadProgram("vs_wf_mesh", "fs_wf_mesh");
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@@ -372,14 +372,14 @@ public:
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}
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imguiBeginFrame(m_mouseState.m_mx
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- , m_mouseState.m_my
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- , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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- | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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- | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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- , m_mouseState.m_mz
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- , uint16_t(m_width)
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- , uint16_t(m_height)
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- );
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+ , m_mouseState.m_my
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+ , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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+ | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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+ | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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+ , m_mouseState.m_mz
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+ , uint16_t(m_width)
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+ , uint16_t(m_height)
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+ );
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showExampleDialog(this);
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@@ -472,25 +472,25 @@ public:
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if (DrawMode::Wireframe == m_drawMode)
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{
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uint64_t state = 0
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- | BGFX_STATE_RGB_WRITE
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- | BGFX_STATE_ALPHA_WRITE
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- | BGFX_STATE_DEPTH_WRITE
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- | BGFX_STATE_CULL_CCW
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- | BGFX_STATE_MSAA
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- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
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- ;
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+ | BGFX_STATE_RGB_WRITE
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+ | BGFX_STATE_ALPHA_WRITE
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+ | BGFX_STATE_DEPTH_WRITE
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+ | BGFX_STATE_CULL_CCW
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+ | BGFX_STATE_MSAA
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+ | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
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+ ;
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meshSubmit(m_meshes[m_meshSelection].m_mesh, 0, m_wfProgram, m_meshes[m_meshSelection].m_mtx, state);
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}
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else
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{
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uint64_t state = 0
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- | BGFX_STATE_RGB_WRITE
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- | BGFX_STATE_ALPHA_WRITE
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- | BGFX_STATE_DEPTH_TEST_LESS
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- | BGFX_STATE_DEPTH_WRITE
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- | BGFX_STATE_CULL_CCW
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- | BGFX_STATE_MSAA
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- ;
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+ | BGFX_STATE_RGB_WRITE
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+ | BGFX_STATE_ALPHA_WRITE
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+ | BGFX_STATE_DEPTH_TEST_LESS
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+ | BGFX_STATE_DEPTH_WRITE
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+ | BGFX_STATE_CULL_CCW
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+ | BGFX_STATE_MSAA
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+ ;
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meshSubmit(m_meshes[m_meshSelection].m_mesh, 0, m_meshProgram, m_meshes[m_meshSelection].m_mtx, state);
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}
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