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Remove shader warmup
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@@ -1313,34 +1313,6 @@ zeus::CVector3f CModel::GetPoolNormal(size_t idx) const {
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// vertBuf->unmap();
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//}
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void CModel::_WarmupShaders() {
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// CBooModel::SetDummyTextures(true);
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// CBooModel::EnableShadowMaps(g_Renderer->x220_sphereRamp.get(), zeus::CTransform());
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// CGraphics::CProjectionState backupProj = CGraphics::GetProjectionState();
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// zeus::CTransform backupViewPoint = CGraphics::g_ViewMatrix;
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// zeus::CTransform backupModel = CGraphics::g_GXModelMatrix;
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// CGraphics::SetModelMatrix(zeus::CTransform::Translate(-m_aabb.center()));
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// CGraphics::SetViewPointMatrix(zeus::CTransform::Translate(0.f, -2048.f, 0.f));
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// CGraphics::SetOrtho(-2048.f, 2048.f, 2048.f, -2048.f, 0.f, 4096.f);
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// CModelFlags defaultFlags;
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// for (SShader& shader : x18_matSets) {
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// GetInstance().RemapMaterialData(shader);
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// GetInstance().UpdateUniformData(defaultFlags, nullptr, nullptr);
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// GetInstance().WarmupDrawSurfaces();
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// }
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// CGraphics::SetProjectionState(backupProj);
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// CGraphics::SetViewPointMatrix(backupViewPoint);
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// CGraphics::SetModelMatrix(backupModel);
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// CBooModel::DisableShadowMaps();
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// CBooModel::SetDummyTextures(false);
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}
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void CModel::WarmupShaders(const SObjectTag& cmdlTag) {
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TToken<CModel> model = g_SimplePool->GetObj(cmdlTag);
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CModel* modelObj = model.GetObj();
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modelObj->_WarmupShaders();
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}
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CFactoryFnReturn FPCModelFactory(const metaforce::SObjectTag& tag, std::unique_ptr<u8[]>&& in, u32 len,
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const metaforce::CVParamTransfer& vparms, CObjectReference* selfRef) {
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CSimplePool* sp = vparms.GetOwnedObj<CSimplePool*>();
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