0.51.0 (#200)
* large renderer state refactor; added subsurface scattering energy conservation; added emitted particle subsurface scattering; removed area lights; optimizations; * added layerMask support in shaders * fixed incorrect shadow priority for directional light; fix point light shadow disconnect; * fix incorrect shadow assignment
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@@ -283,12 +283,10 @@ void LoadNode(int nodeIndex, Entity parent, LoaderState& state)
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if (node.name.empty())
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{
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static int camID = 0;
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stringstream ss("");
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ss << "cam" << camID++;
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node.name = ss.str();
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node.name = "cam" + std::to_string(camID++);
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}
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entity = scene.Entity_CreateCamera(node.name, (float)wiRenderer::GetInternalResolution().x, (float)wiRenderer::GetInternalResolution().y, 0.1f, 800);
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entity = scene.Entity_CreateCamera(node.name, wiScene::GetCamera().width, wiScene::GetCamera().height, 0.1f, 800);
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}
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if (entity == INVALID_ENTITY)
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