further work on urdfEditor.py, fix some serialization issues
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@@ -1527,6 +1527,7 @@ void GLInstancingRenderer::renderScene()
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renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
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//glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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//renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION);
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
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} else
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@@ -1960,8 +1961,15 @@ struct TransparentDistanceSortPredicate
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}
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};
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void GLInstancingRenderer::renderSceneInternal(int renderMode)
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void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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{
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int renderMode=orgRenderMode;
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bool reflectionPass = false;
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if (orgRenderMode==B3_USE_SHADOWMAP_RENDERMODE_REFLECTION)
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{
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reflectionPass = true;
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renderMode = B3_USE_SHADOWMAP_RENDERMODE;
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}
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if (!useShadowMap)
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{
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@@ -2385,9 +2393,10 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glUseProgram(useShadowMapInstancingShader);
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glUniformMatrix4fv(useShadow_ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
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glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &m_data->m_viewMatrix[0]);
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glUniformMatrix4fv(useShadow_ViewMatrixInverse, 1, false, &m_data->m_viewMatrixInverse[0]);
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glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &m_data->m_viewMatrix[0]);
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//glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &m_data->m_viewMatrix[0]);
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//glUniformMatrix4fv(useShadow_ViewMatrixInverse, 1, false, &m_data->m_viewMatrix[0]);
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//glUniformMatrix4fv(useShadow_ViewMatrixInverse, 1, false, &m_data->m_viewMatrixInverse[0]);
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//glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &m_data->m_viewMatrix[0]);
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glUniform3f(useShadow_lightSpecularIntensity, m_data->m_lightSpecularIntensity[0],m_data->m_lightSpecularIntensity[1],m_data->m_lightSpecularIntensity[2]);
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glUniform3f(useShadow_materialSpecularColor, gfxObj->m_materialSpecularColor[0],gfxObj->m_materialSpecularColor[1],gfxObj->m_materialSpecularColor[2]);
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@@ -2395,7 +2404,22 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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float MVP[16];
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,m_data->m_viewMatrix,MVP);
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if (reflectionPass)
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{
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float tmp[16];
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float reflectionMatrix[16] = {1,0,0,0,
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0,1,0,0,
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0,0,-1,0,
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0,0,0,1};
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glCullFace(GL_FRONT);
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b3Matrix4x4Mul16(m_data->m_viewMatrix,reflectionMatrix,tmp);
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,tmp,MVP);
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} else
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{
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,m_data->m_viewMatrix,MVP);
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glCullFace(GL_BACK);
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}
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glUniformMatrix4fv(useShadow_MVP, 1, false, &MVP[0]);
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//gLightDir.normalize();
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glUniform3f(useShadow_lightPosIn,m_data->m_lightPos[0],m_data->m_lightPos[1],m_data->m_lightPos[2]);
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