Shadow buffer
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@@ -280,7 +280,7 @@ void HydraGLTFLoader::_ProcessGLTFTextures(aiScene const *scene, std::vector<uin
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//stbi_set_flip_vertically_on_load(1);
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stbi_uc* data = stbi_load_from_memory(reinterpret_cast<stbi_uc*>(tex->pcData), tex->mWidth, &width, &height, &channels, 4);
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HydraID texture_id = texture_manager->CreateTexture(texture_name,
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HydraID texture_id = texture_manager->CreateTexture(texture_name,
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width,
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height,
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GL_RGBA8,
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@@ -291,7 +291,7 @@ void HydraGLTFLoader::_ProcessGLTFTextures(aiScene const *scene, std::vector<uin
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GL_UNSIGNED_BYTE,
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5,
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data);
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texture_manager->BindTexture(texture_id);
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texture_manager->BindTexture(texture_id, GL_TEXTURE_2D);
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// store the texture id against the scene index for the texture. Materials will have *n where n is the index
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texture_lookup[i_tex] = texture_id;
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}
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