Implement first pass of transparent graphics object for GLInstancingRenderer
remove 'enableBlend' from API, graphics instances use alpha component instead fix forward axis for SimpleCamera
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@@ -234,8 +234,15 @@ void SimpleCamera::update()
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b3Vector3 eyePos = b3MakeVector3(0,0,0);
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eyePos[forwardAxis] = -m_data->m_cameraDistance;
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eyePos = b3Matrix3x3(eyeRot)*eyePos;
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m_data->m_cameraForward = b3MakeVector3(eyePos[0],eyePos[1],eyePos[2]);
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m_data->m_cameraPosition = eyePos;
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m_data->m_cameraPosition+= m_data->m_cameraTargetPosition;
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m_data->m_cameraForward = m_data->m_cameraTargetPosition-m_data->m_cameraPosition;
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if (m_data->m_cameraForward.length2() < B3_EPSILON)
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{
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m_data->m_cameraForward.setValue(1.f,0.f,0.f);
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@@ -243,12 +250,6 @@ void SimpleCamera::update()
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{
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m_data->m_cameraForward.normalize();
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}
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eyePos = b3Matrix3x3(eyeRot)*eyePos;
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m_data->m_cameraPosition = eyePos;
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m_data->m_cameraPosition+= m_data->m_cameraTargetPosition;
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}
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void SimpleCamera::getCameraProjectionMatrix(float projectionMatrix[16]) const
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