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~ | Fixing emissive texture
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@ -56,6 +56,7 @@ struct GPUMaterial
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float refraction;
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int type;
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int texture_index;
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int emission_texture_index;
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};
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struct GPUVolume
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@ -112,6 +113,7 @@ class Scene
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void addObject(Object *object);
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void addMaterial(Material *material);
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void addTexture(std::string path);
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void addEmissionTexture(std::string path);
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bool loadTextures();
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@ -125,8 +127,11 @@ class Scene
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std::vector<GPUMaterial> &getMaterialData();
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std::vector<GLuint> &getTextureIDs();
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std::vector<GLuint> &getEmissionTextureIDs();
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std::vector<std::string> &getTextures();
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std::vector<std::string> &getEmissionTextures();
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std::vector<GPUBvhData> &getBvhData();
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std::vector<GPUBvh> &getBvh();
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@ -146,7 +151,10 @@ class Scene
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std::vector<GPUMaterial> _gpu_materials;
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std::vector<std::string> _textures;
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std::vector<std::string> _emissive_textures;
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std::vector<GLuint> _gpu_textures;
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std::vector<GLuint> _gpu_emissive_textures;
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std::set<int> _gpu_lights;
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