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https://github.com/korenkonder/ReDIVA.git
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Fixed disappearing objs when not using Shared Storage/Uniform Buffer
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@@ -433,6 +433,14 @@ void render_data::obj_batch_data::reset() {
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g_reflect_uv_scale = 0.0f;
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}
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void render_data::obj_skinning_data::reset() {
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for (size_t i = 0; i < sizeof(g_joint_transforms) / sizeof(vec4); i += 3) {
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g_joint_transforms[i + 0] = mat4_identity.row0;
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g_joint_transforms[i + 1] = mat4_identity.row1;
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g_joint_transforms[i + 2] = mat4_identity.row2;
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}
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}
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void render_data::init() {
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buffer_shader.Create(gl_state, sizeof(obj_shader_data));
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buffer_scene.Create(gl_state, sizeof(obj_scene_data));
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@@ -448,7 +456,15 @@ void render_data::init() {
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enum_or(flags, RENDER_DATA_SCENE_UPDATE);
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buffer_batch_data.reset();
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enum_or(flags, RENDER_DATA_BATCH_UPDATE);
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buffer_skinning_data.reset();
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inv_view_mat = mat4_identity;
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if (GLAD_GL_VERSION_4_3)
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buffer_skinning.WriteMemory(gl_state,
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0, sizeof(obj_skinning_data), &buffer_skinning_data);
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else
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buffer_skinning_ubo.WriteMemory(gl_state,
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0, sizeof(obj_skinning_data), &buffer_skinning_data);
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}
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void render_data::free() {
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