Plane render ok
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2c493bc979
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b73f86ff45
@ -173,7 +173,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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}
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}
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// Set the file name of the model.
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// Set the file name of the model.
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strcpy_s(modelFilename, "cube.txt");
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strcpy_s(modelFilename, "plane.txt");
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// Set the file name of the textures.
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// Set the file name of the textures.
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strcpy_s(textureFilename1, "stone01.tga");
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strcpy_s(textureFilename1, "stone01.tga");
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@ -344,6 +344,22 @@ void ApplicationClass::Shutdown()
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m_Model = 0;
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m_Model = 0;
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}
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}
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// Liberez la memoire pour chaque cube
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for (auto cube : m_cubes)
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{
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cube->Shutdown();
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delete cube;
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}
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m_cubes.clear();
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// Liberez la memoire pour chaque cube du terrain
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for (auto cube : m_terrainChunk)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainChunk.clear();
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// Release the multitexture shader object.
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// Release the multitexture shader object.
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if (m_MultiTextureShader)
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if (m_MultiTextureShader)
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{
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{
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@ -365,40 +381,23 @@ void ApplicationClass::Shutdown()
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delete m_TextureShader;
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delete m_TextureShader;
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m_TextureShader = 0;
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m_TextureShader = 0;
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}
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}
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// Liberez la memoire pour chaque cube
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for (auto cube : m_cubes)
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{
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cube->Shutdown();
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delete cube;
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}
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m_cubes.clear();
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// Liberez la memoire pour chaque cube du terrain
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for (auto cube : m_terrainChunk)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainChunk.clear();
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// Release the camera object.
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// Release the camera object.
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if (m_Camera)
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if (m_Camera)
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{
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{
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delete m_Camera;
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delete m_Camera;
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m_Camera = 0;
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m_Camera = 0;
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}
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}
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// Release the D3D object.
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// Release the D3D object.
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if (m_Direct3D)
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if (m_Direct3D)
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{
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{
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m_Direct3D->Shutdown();
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m_Direct3D->Shutdown();
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delete m_Direct3D;
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delete m_Direct3D;
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m_Direct3D = 0;
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m_Direct3D = 0;
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}
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}
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return;
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return;
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}
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}
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}
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}
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@ -560,13 +559,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
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// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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// Render the model using the multitexture shader.
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// Render the model using the multitexture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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m_Model->Render(m_Direct3D->GetDeviceContext());
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@ -588,17 +581,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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// Create the light position array from the four light positions.
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// Create the light position array from the four light positions.
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lightPosition[i] = m_Lights[i].GetPosition();
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lightPosition[i] = m_Lights[i].GetPosition();
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}
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}
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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}
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for (auto cube : m_cubes)
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for (auto cube : m_cubes)
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{
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{
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@ -618,8 +601,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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diffuseColor, lightPosition);
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if (!result)
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if (!result)
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{
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{
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return false;
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return false;
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@ -647,8 +630,29 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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}
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}
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// Render the model using the multitexture shader.
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// Render the model using the multitexture shader.
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result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1));
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// m_Model->GetTexture(0), m_Model->GetTexture(1));
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if (!result)
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{
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return false;
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}
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
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// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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// Render the model using the light shader.
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
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diffuseColor, lightPosition);
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if (!result)
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if (!result)
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{
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{
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return false;
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return false;
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@ -695,8 +699,7 @@ void ApplicationClass::GenerateTerrain()
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Object* newTerrain = new Object();
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Object* newTerrain = new Object();
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
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newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, -1.0f, 0.0f));
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newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
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newTerrain->SetRotateMatrix(XMMatrixRotationY(180.0f));
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m_cubes.push_back(newTerrain);
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m_cubes.push_back(newTerrain);
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@ -273,10 +273,10 @@
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<Text Include="cube.txt">
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<Text Include="cube.txt">
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<Filter>Assets</Filter>
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<Filter>Assets</Filter>
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</Text>
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</Text>
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<Text Include="plane.txt">
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<Text Include="sphere.txt">
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<Filter>Assets</Filter>
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<Filter>Assets</Filter>
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</Text>
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</Text>
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<Text Include="sphere.txt">
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<Text Include="plane.txt">
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<Filter>Assets</Filter>
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<Filter>Assets</Filter>
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</Text>
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</Text>
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</ItemGroup>
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</ItemGroup>
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@ -3,9 +3,8 @@ Pos=60,60
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Size=400,400
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Size=400,400
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[Window][Khaotic Engine]
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[Window][Khaotic Engine]
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Pos=2,63
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Pos=14,56
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Size=694,183
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Size=694,183
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Collapsed=1
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[Window][Objects]
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[Window][Objects]
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Pos=10,29
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Pos=10,29
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@ -13,7 +12,7 @@ Size=492,353
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Collapsed=1
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Collapsed=1
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[Window][Terrain]
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[Window][Terrain]
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Pos=913,27
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Pos=892,20
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Size=418,94
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Size=418,94
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Collapsed=1
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Collapsed=1
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