Adding initialization to GLM vectors
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18b0b78397
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@ -63,7 +63,7 @@ CINFO3D_VISU::CINFO3D_VISU() :
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m_boardPos = wxPoint();
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m_boardPos = wxPoint();
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m_boardSize = wxSize();
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m_boardSize = wxSize();
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m_boardCenter = SFVEC3F();
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m_boardCenter = SFVEC3F( 0.0f );
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m_boardBoudingBox.Reset();
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m_boardBoudingBox.Reset();
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m_board2dBBox3DU.Reset();
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m_board2dBBox3DU.Reset();
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@ -497,7 +497,7 @@ static void HITINFO_PACKET_init( HITINFO_PACKET *aHitPacket )
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aHitPacket[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
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aHitPacket[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
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aHitPacket[i].m_HitInfo.m_acc_node_info = 0;
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aHitPacket[i].m_HitInfo.m_acc_node_info = 0;
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aHitPacket[i].m_hitresult = false;
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aHitPacket[i].m_hitresult = false;
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aHitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F();
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aHitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F( 0.0f );
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aHitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f;
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aHitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f;
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}
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}
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}
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}
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@ -706,9 +706,9 @@ void C3D_RENDER_RAYTRACING::rt_render_trace_block( GLubyte *ptrPBO ,
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{
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{
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m_postshader_ssao.SetPixelData( blockPos.x + x,
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m_postshader_ssao.SetPixelData( blockPos.x + x,
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yBlockPos,
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yBlockPos,
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SFVEC3F(),
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SFVEC3F( 0.0f ),
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outColor,
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outColor,
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SFVEC3F(),
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SFVEC3F( 0.0f ),
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0,
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0,
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1.0f );
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1.0f );
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}
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}
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@ -883,9 +883,9 @@ void C3D_RENDER_RAYTRACING::rt_render_trace_block( GLubyte *ptrPBO ,
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hitPacket_X0Y0[i].m_HitInfo.m_ShadowFactor );
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hitPacket_X0Y0[i].m_HitInfo.m_ShadowFactor );
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else
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else
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m_postshader_ssao.SetPixelData( bPos.x, bPos.y,
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m_postshader_ssao.SetPixelData( bPos.x, bPos.y,
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SFVEC3F(),
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SFVEC3F( 0.0f ),
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hColor,
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hColor,
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SFVEC3F(),
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SFVEC3F( 0.0f ),
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0,
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0,
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1.0f );
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1.0f );
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@ -2036,7 +2036,7 @@ bool C3D_RENDER_RAYTRACING::initializeOpenGL()
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void C3D_RENDER_RAYTRACING::initialize_block_positions()
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void C3D_RENDER_RAYTRACING::initialize_block_positions()
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{
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{
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m_realBufferSize = SFVEC2UI();
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m_realBufferSize = SFVEC2UI( 0 );
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// Calc block positions for fast preview mode
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// Calc block positions for fast preview mode
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// /////////////////////////////////////////////////////////////////////
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// /////////////////////////////////////////////////////////////////////
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