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Renderer changes; render buckets now use new abstract class IRenderable instead of CSceneNode to allow rendering non-nodes, plus renderer modified to easily allow multiple rendering passes overlaid on each other
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@@ -1,18 +1,42 @@
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#ifndef ENUMUTIL
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#define ENUMUTIL
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#define DEFINE_ENUM_FLAGS(X) \
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inline X operator|(const X& A, const X& B) { \
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return (X) ((int) A | (int) B); \
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} \
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inline void operator|= (X& A, X& B) { \
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A = A | B; \
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} \
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inline X operator|(const X& A, const int B) { \
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return (X) ((int) A | B); \
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} \
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inline void operator|= (X& A, int B) { \
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A = A | B; \
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#define DEFINE_ENUM_FLAGS(X) \
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inline X operator|(const X& A, const X& B) { \
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return (X) ((int) A | (int) B); \
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} \
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inline void operator|= (X& A, X& B) { \
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A = A | B; \
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} \
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inline X operator|(const X& A, const int B) { \
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return (X) ((int) A | B); \
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} \
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inline void operator|= (X& A, int B) { \
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A = A | B; \
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} \
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inline X operator|(const X& A, const unsigned int B) { \
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return (X) ((int) A | B); \
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} \
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inline void operator|= (X& A, unsigned int B) { \
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A = A | B; \
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} \
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inline X operator&(const X& A, const X& B) { \
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return (X) ((int) A & (int) B); \
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} \
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inline void operator&= (X& A, X& B) { \
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A = A & B; \
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} \
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inline X operator&(const X& A, const int B) { \
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return (X) ((int) A & B); \
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} \
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inline void operator&= (X& A, int B) { \
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A = A & B; \
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} \
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inline X operator&(const X& A, const unsigned int B) { \
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return (X) ((int) A & B); \
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} \
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inline void operator&= (X& A, unsigned int B) { \
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A = A & B; \
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}
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#endif // ENUMUTIL
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