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Add perspective division to texture matrix processing
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@@ -98,7 +98,8 @@ struct HECLApplicationCallback : boo::IApplicationCallback
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gfxF->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) -> bool
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{
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boo::SWindowRect mainWindowRect = m_mainWindow->getWindowFrame();
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renderTex = ctx.newRenderTexture(mainWindowRect.size[0], mainWindowRect.size[1], false, false);
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renderTex = ctx.newRenderTexture(mainWindowRect.size[0], mainWindowRect.size[1],
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boo::TextureClampMode::Repeat, 0, 0);
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/* Generate meta structure (usually statically serialized) */
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hecl::HMDLMeta testMeta;
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@@ -149,7 +150,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
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tex[i][j][3] = 0xff;
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}
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boo::ITexture* texture =
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ctx.newStaticTexture(256, 256, 1, boo::TextureFormat::RGBA8, tex, 256*256*4);
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ctx.newStaticTexture(256, 256, 1, boo::TextureFormat::RGBA8, boo::TextureClampMode::Repeat, tex, 256*256*4);
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/* Make vertex uniform buffer */
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vubo = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(VertexUBO), 1);
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