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Windows Fixes; D3D depth support
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@@ -44,8 +44,8 @@ void CBooModel::BuildGfxToken()
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m_gfxToken = CGraphics::CommitResources(
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[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
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{
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m_unskinnedXfBuffer = ctx.newDynamicBuffer(boo::BufferUse::Vertex,
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sizeof(SUnskinnedXf), 1);
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m_unskinnedXfBuffer = ctx.newDynamicBuffer(boo::BufferUse::Uniform,
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sizeof(SUnskinnedXf), 1);
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boo::IGraphicsBuffer* bufs[] = {m_unskinnedXfBuffer};
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m_shaderDataBindings.clear();
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m_shaderDataBindings.reserve(x4_matSet->materials.size());
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@@ -276,7 +276,7 @@ void CBooModel::UpdateUniformData() const
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SUnskinnedXf unskinnedXf;
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unskinnedXf.mv = CGraphics::g_GXModelView.toMatrix4f();
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unskinnedXf.mvinv = CGraphics::g_GXModelViewInvXpose.toMatrix4f();
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unskinnedXf.proj = CGraphics::GetPerspectiveProjectionMatrix();
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unskinnedXf.proj = CGraphics::GetPerspectiveProjectionMatrix(true);
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m_unskinnedXfBuffer->load(&unskinnedXf, sizeof(unskinnedXf));
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if (m_uvAnimBuffer)
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@@ -376,7 +376,8 @@ CModel::CModel(std::unique_ptr<u8[]>&& in, u32 dataLen, IObjectStore* store)
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{
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hecl::Runtime::ShaderTag tag(mat.heclIr,
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hmdlMeta.colorCount, hmdlMeta.uvCount, hmdlMeta.weightCount,
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0, mat.uvAnims.size(), boo::Primitive(hmdlMeta.topology), true, true, true);
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0, mat.uvAnims.size(), boo::Primitive(hmdlMeta.topology),
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true, true, true);
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matSet.m_shaders.push_back(CGraphics::g_ShaderCacheMgr->buildShader(tag, mat.heclIr, "CMDL", ctx));
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}
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}
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