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Reverted a removal of vertex rounding during the project matrix calculation.
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@ -239,7 +239,7 @@ bool RendererOpenGL::createContext()
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GL_CHECK_ERROR(glGenVertexArrays(1, &mVertexBuffer2));
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GL_CHECK_ERROR(glGenVertexArrays(1, &mVertexBuffer2));
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GL_CHECK_ERROR(glBindVertexArray(mVertexBuffer2));
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GL_CHECK_ERROR(glBindVertexArray(mVertexBuffer2));
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uint8_t data[4] = {255, 255, 255, 255};
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uint8_t data[4] {255, 255, 255, 255};
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mWhiteTexture = createTexture(TextureType::RGBA, false, false, true, 1, 1, data);
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mWhiteTexture = createTexture(TextureType::RGBA, false, false, true, 1, 1, data);
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mPostProcTexture1 = createTexture(TextureType::RGBA, false, false, false,
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mPostProcTexture1 = createTexture(TextureType::RGBA, false, false, false,
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@ -277,8 +277,9 @@ void RendererOpenGL::destroyContext()
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void RendererOpenGL::setMatrix(const glm::mat4& matrix)
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void RendererOpenGL::setMatrix(const glm::mat4& matrix)
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{
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{
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// Calculate the project matrix.
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mTrans = matrix;
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mTrans = getProjectionMatrix() * matrix;
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mTrans[3] = glm::round(mTrans[3]);
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mTrans = getProjectionMatrix() * mTrans;
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}
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}
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void RendererOpenGL::setScissor(const Rect& scissor)
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void RendererOpenGL::setScissor(const Rect& scissor)
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