added high quality potator projectiles
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deploy/data/leather-normal.jpg
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deploy/data/leather-normal.jpg
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size 9673
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deploy/data/slipperystonework_albedo.png
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deploy/data/slipperystonework_albedo.png
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deploy/data/slipperystonework_metallic.png
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deploy/data/slipperystonework_metallic.png
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deploy/data/slipperystonework_normal.png
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deploy/data/slipperystonework_normal.png
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deploy/data/slipperystonework_roughness.png
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deploy/data/slipperystonework_roughness.png
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size 6474
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deploy/data/streakedmetal_albedo.png
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deploy/data/streakedmetal_albedo.png
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deploy/data/streakedmetal_metallic.png
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deploy/data/streakedmetal_metallic.png
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deploy/data/streakedmetal_roughness.png
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deploy/data/streakedmetal_roughness.png
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size 129
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size 227
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deploy/data/woodframe_albedo.png
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deploy/data/woodframe_albedo.png
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version https://git-lfs.github.com/spec/v1
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size 6976127
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deploy/data/woodframe_metallic.png
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deploy/data/woodframe_metallic.png
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version https://git-lfs.github.com/spec/v1
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size 15007
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deploy/data/woodframe_normal.png
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deploy/data/woodframe_normal.png
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version https://git-lfs.github.com/spec/v1
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oid sha256:25c6e56846639f176e8d9ef756b5df8329cba6cd0117812dc79dfa2892ccf560
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size 6869334
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deploy/data/woodframe_roughness.png
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deploy/data/woodframe_roughness.png
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version https://git-lfs.github.com/spec/v1
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oid sha256:f714f443197a22e6f7148004b344f0081f9c7667b85429472d38b9190af43d79
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size 1822076
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@ -8,6 +8,7 @@
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#include <SparrowRenderer/mesh.h>
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#include <SparrowRenderer/mesh.h>
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#include <SparrowRenderer/pbrmaterial.h>
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#include <SparrowRenderer/pbrmaterial.h>
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#include <SparrowRenderer/deferredpipeline.h>
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#include <glm/ext.hpp>
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#include <glm/ext.hpp>
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@ -48,7 +49,7 @@ void GuiTools::materialGui()
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options += "None\n";
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options += "None\n";
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meshes.push_back(nullptr);
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meshes.push_back(nullptr);
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int i = 1;
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int i = 1;
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for(SceneIterator<GeometryNode*>* geometryIt = getEngine().getScene()->getGeometry(); geometryIt->isValid(); geometryIt->next())
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for(SceneIterator<GeometryNode*>* geometryIt = m_scene->getGeometry(); geometryIt->isValid(); geometryIt->next())
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{
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{
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options += geometryIt->getItem()->mesh->getName();
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options += geometryIt->getItem()->mesh->getName();
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options += '\n';
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options += '\n';
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@ -91,3 +92,9 @@ void GuiTools::toggleMaterialEditor()
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{
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{
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m_materialEditorEnabled = !m_materialEditorEnabled;
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m_materialEditorEnabled = !m_materialEditorEnabled;
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}
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}
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void GuiTools::toggleRenderingPipelineGui()
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{
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DeferredPipeline* pipeline = dynamic_cast<DeferredPipeline*>(m_scene->getPipeline());
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pipeline->toggleDebugGui();
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}
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@ -20,6 +20,7 @@ public:
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void materialGui();
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void materialGui();
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void togglePicker();
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void togglePicker();
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void toggleMaterialEditor();
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void toggleMaterialEditor();
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void toggleRenderingPipelineGui();
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};
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};
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#endif // GUITOOLS_H
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#endif // GUITOOLS_H
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@ -21,6 +21,7 @@ ScriptNode::ScriptNode()
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LUA_SET_FUN(clear);
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LUA_SET_FUN(clear);
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LUA_SET_FUN(picker);
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LUA_SET_FUN(picker);
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LUA_SET_FUN(materialEditor);
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LUA_SET_FUN(materialEditor);
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LUA_SET_FUN(rendering);
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}
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}
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void ScriptNode::update(){
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void ScriptNode::update(){
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@ -92,3 +93,7 @@ void ScriptNode::picker(){
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void ScriptNode::materialEditor(){
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void ScriptNode::materialEditor(){
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this->getEngine().getGuiTools()->toggleMaterialEditor();
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this->getEngine().getGuiTools()->toggleMaterialEditor();
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}
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}
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void ScriptNode::rendering(){
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this->getEngine().getGuiTools()->toggleRenderingPipelineGui();
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}
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@ -24,7 +24,7 @@ public:
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void testfunc(int, float,float,float);
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void testfunc(int, float,float,float);
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void picker();
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void picker();
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void materialEditor();
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void materialEditor();
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void rendering();
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};
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};
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#endif // SCRIPTNODE_H
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#endif // SCRIPTNODE_H
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@ -90,6 +90,8 @@ void generateTerrain(SceneTree *scene, btDiscreteDynamicsWorld *world)
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TestGen gen;
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TestGen gen;
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PBRMaterial *mat = new PBRMaterial();
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PBRMaterial *mat = new PBRMaterial();
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mat->albedo = glm::vec3(0.1f, 0.4f, 0.2f);
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mat->albedo = glm::vec3(0.1f, 0.4f, 0.2f);
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mat->metallic = 0.2f;
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mat->roughness = 0.95f;
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for(int x=-3; x<3; ++x)
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for(int x=-3; x<3; ++x)
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for(int y=-2; y<2; ++y)
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for(int y=-2; y<2; ++y)
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@ -66,14 +66,18 @@ Potator::Potator(PlayerCharacterNode * player,
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m_cubeMesh->addTriangle(id+7, id+5, id+6);
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m_cubeMesh->addTriangle(id+7, id+5, id+6);
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}
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}
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Image* wood = Loader::loadImage("woodbox.jpg", 24);
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PBRMaterial *mat = new PBRMaterial();
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PBRMaterial *mat = new PBRMaterial();
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mat->setTexture(PBRMaterial::ALBEDO_SLOT, new Texture(wood), "wood_texture");
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Image* img = Loader::loadImage("woodframe_albedo.png", 24);
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mat->roughness = 0.95f;
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mat->setTexture(PBRMaterial::ALBEDO_SLOT, new Texture(img));
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mat->metallic = 0.01f;
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img = Loader::loadImage("woodframe_metallic.png", 8);
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mat->setTexture(PBRMaterial::METALLIC_SLOT, new Texture(img));
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img = Loader::loadImage("woodframe_roughness.png", 8);
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mat->setTexture(PBRMaterial::ROUGHNESS_SLOT, new Texture(img));
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img = Loader::loadImage("woodframe_normal.png", 24);
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mat->setTexture(PBRMaterial::NORMALS_SLOT, new Texture(img));
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m_cubeMesh->setMaterial(mat);
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m_cubeMesh->setMaterial(mat);
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m_cubeMesh->computeTangents();
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m_cubeMesh->initGL();
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m_cubeMesh->initGL();
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btVector3 halfExtents(s.x+PHYSICS_OFFSET, s.y+PHYSICS_OFFSET, s.z+PHYSICS_OFFSET);
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btVector3 halfExtents(s.x+PHYSICS_OFFSET, s.y+PHYSICS_OFFSET, s.z+PHYSICS_OFFSET);
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@ -83,13 +87,19 @@ Potator::Potator(PlayerCharacterNode * player,
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// creating sphere
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// creating sphere
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mat = new PBRMaterial();
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mat = new PBRMaterial();
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mat->albedo = glm::vec3(0.1f, 0.1f, 0.2f);
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img = Loader::loadImage("slipperystonework_albedo.png", 24);
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mat->roughness = 0.01f;
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mat->setTexture(PBRMaterial::ALBEDO_SLOT, new Texture(img));
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mat->metallic = 0.95f;
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img = Loader::loadImage("slipperystonework_metallic.png", 8);
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mat->setTexture(PBRMaterial::METALLIC_SLOT, new Texture(img));
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img = Loader::loadImage("slipperystonework_roughness.png", 8);
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mat->setTexture(PBRMaterial::ROUGHNESS_SLOT, new Texture(img));
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img = Loader::loadImage("slipperystonework_normal.png", 24);
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mat->setTexture(PBRMaterial::NORMALS_SLOT, new Texture(img));
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SphereGenerator sphereGen;
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SphereGenerator sphereGen;
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m_sphereMesh = sphereGen.generateGeodesicMesh(mat, 2, sphereRadius);
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m_sphereMesh = sphereGen.generateParametricMesh(mat, 20, 20, sphereRadius);
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m_sphereMesh->computeNormals();
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m_sphereMesh->computeNormals();
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m_sphereMesh->computeTangents();
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m_sphereMesh->mergeVertices();
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m_sphereMesh->mergeVertices();
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m_sphereMesh->initGL();
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m_sphereMesh->initGL();
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