Removing terrain for now
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@@ -27,7 +27,7 @@ void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(v
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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//waterRenderer = new WaterRenderer(graphics, scene, viewParamsLayout);
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terrainRenderer = new TerrainRenderer(graphics, scene, viewParamsLayout);
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//terrainRenderer = new TerrainRenderer(graphics, scene, viewParamsLayout);
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
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basePassLayout->addDescriptorLayout(viewParamsLayout);
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@@ -100,7 +100,7 @@ void BasePass::beginFrame(const Component::Camera& cam) {
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transparentCulling = lightCullingLayout->allocateDescriptorSet();
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//waterRenderer->beginFrame();
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terrainRenderer->beginFrame();
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//terrainRenderer->beginFrame();
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// Debug vertices
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{
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@@ -474,7 +474,7 @@ void BasePass::createRenderPass() {
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tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
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//waterRenderer->setViewport(viewport, renderPass);
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terrainRenderer->setViewport(viewport, renderPass);
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//terrainRenderer->setViewport(viewport, renderPass);
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// Debug rendering
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{
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