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CMaterial: Make use of size_t for loops where applicable
Consistency. While we're at it, remove an unused include.
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@ -6,7 +6,6 @@
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#include "Core/OpenGL/CShaderGenerator.h"
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#include "Core/OpenGL/CShaderGenerator.h"
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#include <Common/Hash/CFNV1A.h>
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#include <Common/Hash/CFNV1A.h>
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#include <iostream>
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#include <GL/glew.h>
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#include <GL/glew.h>
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uint64 CMaterial::sCurrentMaterial = 0;
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uint64 CMaterial::sCurrentMaterial = 0;
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@ -191,31 +190,33 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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// COLOR0_Amb,Mat is initialized by the node instead of by the material
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// COLOR0_Amb,Mat is initialized by the node instead of by the material
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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// Set depth write - force on if alpha is disabled (lots of weird depth issues otherwise)
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if ((mOptions & EMaterialOption::DepthWrite) || (Options & ERenderOption::NoAlpha)) glDepthMask(GL_TRUE);
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if ((mOptions & EMaterialOption::DepthWrite) || (Options & ERenderOption::NoAlpha))
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else glDepthMask(GL_FALSE);
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glDepthMask(GL_TRUE);
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else
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glDepthMask(GL_FALSE);
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// Set color/alpha write
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// Set color/alpha write
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GLboolean bColorWrite = mOptions.HasFlag(EMaterialOption::ColorWrite);
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const GLboolean bColorWrite = mOptions.HasFlag(EMaterialOption::ColorWrite);
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GLboolean bAlphaWrite = mOptions.HasFlag(EMaterialOption::AlphaWrite);
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const GLboolean bAlphaWrite = mOptions.HasFlag(EMaterialOption::AlphaWrite);
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glColorMask(bColorWrite, bColorWrite, bColorWrite, bAlphaWrite);
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glColorMask(bColorWrite, bColorWrite, bColorWrite, bAlphaWrite);
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// Load uniforms
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// Load uniforms
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for (uint32 iPass = 0; iPass < mPasses.size(); iPass++)
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for (size_t iPass = 0; iPass < mPasses.size(); iPass++)
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mPasses[iPass]->SetAnimCurrent(Options, iPass);
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mPasses[iPass]->SetAnimCurrent(Options, iPass);
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sCurrentMaterial = HashParameters();
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sCurrentMaterial = HashParameters();
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}
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}
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else // If the passes are otherwise the same, update UV anims that use the model matrix
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// If the passes are otherwise the same, update UV anims that use the model matrix
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else
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{
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{
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for (uint32 iPass = 0; iPass < mPasses.size(); iPass++)
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for (size_t iPass = 0; iPass < mPasses.size(); iPass++)
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{
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{
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EUVAnimMode mode = mPasses[iPass]->AnimMode();
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const EUVAnimMode mode = mPasses[iPass]->AnimMode();
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if ((mode == EUVAnimMode::InverseMV) || (mode == EUVAnimMode::InverseMVTranslated) ||
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if (mode == EUVAnimMode::InverseMV || mode == EUVAnimMode::InverseMVTranslated ||
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(mode == EUVAnimMode::ModelMatrix) || (mode == EUVAnimMode::SimpleMode))
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mode == EUVAnimMode::ModelMatrix || mode == EUVAnimMode::SimpleMode)
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{
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mPasses[iPass]->SetAnimCurrent(Options, iPass);
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mPasses[iPass]->SetAnimCurrent(Options, iPass);
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}
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}
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}
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}
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}
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