lot of refactor, things are sort of working but not everything yet
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+14
-14
@@ -1483,9 +1483,9 @@ void EditorComponent::Render() const
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__super::Render();
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}
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void EditorComponent::Compose() const
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void EditorComponent::Compose(GRAPHICSTHREAD threadID) const
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{
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renderPath->Compose();
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renderPath->Compose(threadID);
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if (cinemaModeCheckBox->GetCheck())
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{
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@@ -1529,16 +1529,16 @@ void EditorComponent::Compose() const
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switch (light.GetType())
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{
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case LightComponent::POINT:
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wiImage::Draw(&pointLightTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&pointLightTex, fx, threadID);
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break;
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case LightComponent::SPOT:
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wiImage::Draw(&spotLightTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&spotLightTex, fx, threadID);
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break;
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case LightComponent::DIRECTIONAL:
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wiImage::Draw(&dirLightTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&dirLightTex, fx, threadID);
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break;
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default:
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wiImage::Draw(&areaLightTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&areaLightTex, fx, threadID);
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break;
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}
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}
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@@ -1575,7 +1575,7 @@ void EditorComponent::Compose() const
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}
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wiImage::Draw(&decalTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&decalTex, fx, threadID);
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}
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}
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@@ -1610,7 +1610,7 @@ void EditorComponent::Compose() const
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}
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wiImage::Draw(&forceFieldTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&forceFieldTex, fx, threadID);
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}
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}
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@@ -1645,7 +1645,7 @@ void EditorComponent::Compose() const
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}
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wiImage::Draw(&cameraTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&cameraTex, fx, threadID);
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}
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}
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@@ -1679,7 +1679,7 @@ void EditorComponent::Compose() const
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}
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wiImage::Draw(&armatureTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&armatureTex, fx, threadID);
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}
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}
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@@ -1713,7 +1713,7 @@ void EditorComponent::Compose() const
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}
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wiImage::Draw(&emitterTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&emitterTex, fx, threadID);
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}
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}
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@@ -1747,17 +1747,17 @@ void EditorComponent::Compose() const
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}
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wiImage::Draw(&hairTex, fx, GRAPHICSTHREAD_IMMEDIATE);
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wiImage::Draw(&hairTex, fx, threadID);
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}
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}
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if (!selected.empty() && translator.enabled)
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{
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translator.Draw(camera, GRAPHICSTHREAD_IMMEDIATE);
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translator.Draw(camera, threadID);
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}
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__super::Compose();
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__super::Compose(threadID);
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}
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void EditorComponent::Unload()
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{
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