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submodule
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3
.gitmodules
vendored
3
.gitmodules
vendored
@@ -1,3 +1,6 @@
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[submodule "CUE4Parse"]
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path = CUE4Parse
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url = https://github.com/FabianFG/CUE4Parse
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[submodule "EpicManifestParser"]
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path = EpicManifestParser
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url = https://github.com/FModel/EpicManifestParser
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Submodule CUE4Parse updated: 842f6d4b37...2eb7988f9e
@@ -75,10 +75,10 @@ public class Renderer : IDisposable
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_shader.SetUniform("uProjection", projMatrix);
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_shader.SetUniform("viewPos", cam.Position);
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_shader.SetUniform("material.diffuseMap", 0);
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_shader.SetUniform("material.normalMap", 1);
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_shader.SetUniform("material.specularMap", 2);
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_shader.SetUniform("material.emissionMap", 3);
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// _shader.SetUniform("material.diffuseMap", 0);
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// _shader.SetUniform("material.normalMap", 1);
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// _shader.SetUniform("material.specularMap", 2);
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// _shader.SetUniform("material.emissionMap", 3);
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_shader.SetUniform("light.position", cam.Position);
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_shader.SetUniform("light.diffuse", _diffuseLight);
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@@ -186,13 +186,13 @@ public class Renderer : IDisposable
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if (textureDataIdx.TryGetValue(out FPackageIndex diffuse, "Diffuse") &&
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diffuse.Load() is UTexture2D diffuseTexture)
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model.Sections[j].Material.Parameters.Textures["Diffuse"] = diffuseTexture;
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model.Sections[j].Material.Parameters.Textures[CMaterialParams2.Diffuse[j]] = diffuseTexture;
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if (textureDataIdx.TryGetValue(out FPackageIndex normal, "Normal") &&
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normal.Load() is UTexture2D normalTexture)
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model.Sections[j].Material.Parameters.Textures["Normals"] = normalTexture;
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model.Sections[j].Material.Parameters.Textures[CMaterialParams2.Normals[j]] = normalTexture;
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if (textureDataIdx.TryGetValue(out FPackageIndex specular, "Specular") &&
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specular.Load() is UTexture2D specularTexture)
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model.Sections[j].Material.Parameters.Textures["SpecularMasks"] = specularTexture;
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model.Sections[j].Material.Parameters.Textures[CMaterialParams2.SpecularMasks[j]] = specularTexture;
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}
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}
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if (staticMeshComp.TryGetValue(out FPackageIndex[] overrideMaterials, "OverrideMaterials"))
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@@ -49,6 +49,8 @@ public class Snooper : GameWindow
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{
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_renderer.Cache.DisposeModels();
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_renderer.Cache.ClearModels();
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_renderer.Cache.DisposeTextures();
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_renderer.Cache.ClearTextures();
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_renderer.Settings.Reset();
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_previousSpeed = 0f;
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}
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