add a textured sphere8.obj test with obj loader
fix shaders, so that shadowed and non-shadowed are matching fix registerGraphicsUnitSphereShape API (level of detail), support textured sphere too add support for textured cube add start for a Tutorial.cpp
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@@ -214,6 +214,8 @@ static GLint createShadow_depthMVP=0;
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static GLint ModelViewMatrix=0;
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static GLint ProjectionMatrix=0;
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static GLint regularLightDirIn=0;
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static GLint uniform_texture_diffuse = 0;
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@@ -688,6 +690,8 @@ void GLInstancingRenderer::InitShaders()
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ModelViewMatrix = glGetUniformLocation(instancingShader, "ModelViewMatrix");
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ProjectionMatrix = glGetUniformLocation(instancingShader, "ProjectionMatrix");
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uniform_texture_diffuse = glGetUniformLocation(instancingShader, "Diffuse");
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regularLightDirIn = glGetUniformLocation(instancingShader,"lightDirIn");
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glUseProgram(0);
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instancingShaderPointSprite = gltLoadShaderPair(pointSpriteVertexShader,pointSpriteFragmentShader);
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@@ -1559,6 +1563,11 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glUseProgram(instancingShader);
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glUniformMatrix4fv(ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
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glUniformMatrix4fv(ModelViewMatrix, 1, false, &m_data->m_viewMatrix[0]);
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b3Vector3 gLightDir = gLightPos;
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gLightDir.normalize();
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glUniform3f(regularLightDirIn,gLightDir[0],gLightDir[1],gLightDir[2]);
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glUniform1i(uniform_texture_diffuse, 0);
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glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexOffset, gfxObj->m_numGraphicsInstances);
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break;
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