fix some compile issues using premake
use textured cube/sphere model for test
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@@ -76,12 +76,13 @@ struct Shader : public IShader {
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float diff = ambient+b3Min(b3Max(0.f, bn*m_light_dir_local),(1-ambient));
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//float diff = b3Max(0.f, n*m_light_dir_local);
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color = m_model->diffuse(uv)*diff;
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//colors are store in BGRA?
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color = TGAColor(color[0]*m_colorRGBA[2],
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color[1]*m_colorRGBA[1],
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color[2]*m_colorRGBA[0],
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color[3]*m_colorRGBA[3]);
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//warning: bgra color is swapped to rgba to upload texture
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color.bgra[0] *= m_colorRGBA[0];
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color.bgra[1] *= m_colorRGBA[1];
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color.bgra[2] *= m_colorRGBA[2];
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color.bgra[3] *= m_colorRGBA[3];
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return false;
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}
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};
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@@ -57,9 +57,9 @@ void Model::setDiffuseTextureFromData(unsigned char* textureImage,int textureWid
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for (int j=0;j<textureHeight;j++)
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{
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TGAColor color;
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color.bgra[0] = textureImage[(i+j*textureWidth)*3+0];
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color.bgra[1] = textureImage[(i+j*textureWidth)*3+1];
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color.bgra[2] = textureImage[(i+j*textureWidth)*3+2];
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color.bgra[0] = textureImage[(i+j*textureWidth)*3+0];
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color.bgra[1] = textureImage[(i+j*textureWidth)*3+1];
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color.bgra[2] = textureImage[(i+j*textureWidth)*3+2];
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color.bgra[3] = 255;
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color.bytespp = 3;
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