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https://github.com/bulletphysics/bullet3.git
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enable multisampling and mipmapping
ignore file:// as well as model:// and package:// add newline as additional delimiter for COLLADA DAE loader
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@@ -2159,7 +2159,7 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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#endif //OLD_SHADOWMAP_INIT
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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float l_ClampColor[] = {1.0, 1.0, 1.0, 1.0};
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, l_ClampColor);
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@@ -2351,7 +2351,7 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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if (m_data->m_textureHandles[gfxObj->m_textureIndex].m_enableFiltering)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else
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@@ -2483,7 +2483,7 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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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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glEnable(GL_MULTISAMPLE);
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if (gfxObj->m_flags & B3_INSTANCE_TRANSPARANCY)
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{
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int instanceId = transparentInstances[i].m_instanceId;
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@@ -2724,6 +2724,7 @@ void GLInstancingRenderer::enableShadowMap()
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void GLInstancingRenderer::clearZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnable(GL_MULTISAMPLE);
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}
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int GLInstancingRenderer::getMaxShapeCapacity() const
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