Added flares for light sources
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4062
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@@ -38,12 +38,12 @@ std::string KRPointLight::getElementName() {
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void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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if(renderPass == KRNode::RENDER_PASS_FORWARD_TRANSPARENT) {
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// Render light flare on transparency pass
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}
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KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
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// Lights are rendered on the second pass of the deferred renderer
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KRMat4 projectionMatrix = pCamera->getProjectionMatrix();
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KRVector3 light_position = getLocalTranslation();
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@@ -58,6 +58,7 @@ void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolu
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KRMat4 matModelToView = viewMatrix * m_modelMatrix;
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matModelToView.transpose();
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matModelToView.invert();
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KRMat4 matModelToView2 = KRMat4() * m_modelMatrix * viewMatrix;
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@@ -140,7 +141,6 @@ void KRPointLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolu
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}
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}
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KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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}
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void KRPointLight::generateMesh() {
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