mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Basic fix for reflections in both stereo rendering modes
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parent
fa7697b13e
commit
1198932e87
6 changed files with 150 additions and 155 deletions
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@ -353,10 +353,12 @@ static FovPort CalculateFovPortForCanvas(const RectI viewport, const CameraQuery
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return fovPort;
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}
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void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
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void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum &frustum)
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{
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GFXTransformSaver saver;
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Point2I renderSize = viewport.extent;
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Point2I renderSize = renderViewport.extent;
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GFXTarget *origTarget = GFX->getActiveRenderTarget();
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S32 origStereoTarget = GFX->getCurrentStereoTarget();
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if (mForceFOV != 0)
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mLastCameraQuery.fov = mDegToRad(mForceFOV);
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@ -380,7 +382,9 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
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mLastCameraQuery);
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}
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GFX->setViewport(viewport);
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GFX->setActiveRenderTarget(origTarget);
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GFX->setCurrentStereoTarget(origStereoTarget);
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GFX->setViewport(renderViewport);
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// Clear the zBuffer so GUI doesn't hose object rendering accidentally
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GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0);
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@ -410,7 +414,7 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
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mSaveProjection = GFX->getProjectionMatrix();
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mSaveModelview = GFX->getWorldMatrix();
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mSaveViewport = viewport;
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mSaveViewport = guiViewport;
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mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
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mSaveFrustum = GFX->getFrustum();
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mSaveFrustum.setTransform(mLastCameraQuery.cameraMatrix);
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@ -422,7 +426,7 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
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// Give the post effect manager the worldToCamera, and cameraToScreen matrices
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PFXMGR->setFrameMatrices(mSaveModelview, mSaveProjection);
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renderWorld(viewport);
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renderWorld(guiViewport);
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DebugDrawer* debugDraw = DebugDrawer::get();
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if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
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@ -445,97 +449,6 @@ void GuiTSCtrl::_internalRender(RectI viewport, Frustum &frustum)
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debugDraw->render();
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}
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// Render the canvas overlay if its available
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if (mStereoCanvas.getPointer() && mStereoGuiTarget.getPointer() && mStereoCanvas->size() != 0)
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{
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GFXDEBUGEVENT_SCOPE(StereoGui_Render, ColorI(255, 0, 0));
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MatrixF proj(1);
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Frustum originalFrustum = frustum;
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GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
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Frustum gfxFrustum = originalFrustum;
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GFX->setClipRect(viewport);
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GFX->setViewport(viewport);
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GFX->setFrustum(frustum);
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MatrixF eyeWorldTrans(1);
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if (mLastCameraQuery.currentEye != -1)
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{
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eyeWorldTrans.setPosition(Point3F(eyeOffset[mLastCameraQuery.currentEye].x, eyeOffset[mLastCameraQuery.currentEye].y, eyeOffset[mLastCameraQuery.currentEye].z));
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}
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MatrixF eyeWorld(1);
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eyeWorld.mul(eyeWorldTrans);
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eyeWorld.inverse();
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GFX->setWorldMatrix(eyeWorld);
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GFX->setViewMatrix(MatrixF::Identity);
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if (!mStereoOverlayVB.getPointer())
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{
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mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
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GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);
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F32 texLeft = 0.0f;
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F32 texRight = 1.0f;
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F32 texTop = 1.0f;
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F32 texBottom = 0.0f;
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F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
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F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
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F32 rectHeight = rectWidth * rectRatio;
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F32 screenLeft = -rectWidth * 0.5;
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F32 screenRight = rectWidth * 0.5;
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F32 screenTop = -rectHeight * 0.5;
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F32 screenBottom = rectHeight * 0.5;
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const F32 fillConv = 0.0f;
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const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
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verts[0].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenTop - fillConv);
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verts[1].point.set(screenRight - fillConv, frustumDepthAdjusted, screenTop - fillConv);
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verts[2].point.set(screenLeft - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
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verts[3].point.set(screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv);
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verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255, 255, 255, 255);
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verts[0].texCoord.set(texLeft, texTop);
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verts[1].texCoord.set(texRight, texTop);
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verts[2].texCoord.set(texLeft, texBottom);
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verts[3].texCoord.set(texRight, texBottom);
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mStereoOverlayVB.unlock();
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}
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if (!mStereoGuiSB.getPointer())
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{
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// DrawBitmapStretchSR
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GFXStateBlockDesc bitmapStretchSR;
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bitmapStretchSR.setCullMode(GFXCullNone);
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bitmapStretchSR.setZReadWrite(false, false);
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bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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bitmapStretchSR.samplersDefined = true;
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bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
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bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
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bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
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bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
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mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
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}
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GFX->setPrimitiveBuffer(NULL);
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GFX->setVertexBuffer(mStereoOverlayVB);
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GFX->setStateBlock(mStereoGuiSB);
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GFX->setTexture(0, texObject);
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GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
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GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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saver.restore();
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}
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@ -659,7 +572,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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// Allow render size to originate from the render target
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if (mLastCameraQuery.stereoTargets[0])
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{
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renderSize = mLastCameraQuery.stereoViewports[0].extent;
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renderSize = mLastCameraQuery.stereoTargets[0]->getSize();
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renderingToTarget = true;
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}
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@ -667,7 +580,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
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GFX->activateStereoTarget(-1);
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_internalRender(RectI(updateRect.point, updateRect.extent), frustum);
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_internalRender(RectI(updateRect.point, updateRect.extent), RectI(Point2I(0,0), renderSize), frustum);
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// Notify device we've rendered the right, thus the last stereo frame.
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GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
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@ -726,17 +639,21 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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frustum.update();
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GFX->activateStereoTarget(0);
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mLastCameraQuery.currentEye = 0;
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->beginField();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
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GFX->endField();
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// Right
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GFX->activateStereoTarget(1);
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mLastCameraQuery.currentEye = 1;
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MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
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mLastCameraQuery.cameraMatrix = myTransforms[1];
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frustum.update();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
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frustum.update();
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GFX->beginField();
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_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
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GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
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GFX->endField();
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mLastCameraQuery.cameraMatrix = origMatrix;
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@ -805,7 +722,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
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#endif
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_internalRender(tempRect, frustum);
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_internalRender(tempRect, tempRect, frustum);
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}
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// TODO: Some render to sort of overlay system?
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