More fixes with cubemaps and skybox rendering
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@ -46,14 +46,14 @@ namespace Switch_Toolbox.Library.Rendering
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GL.Enable(EnableCap.DepthTest);
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GL.DepthFunc(DepthFunction.Lequal);
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GL.Enable(EnableCap.CullFace);
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GL.CullFace(CullFaceMode.Front);
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/* GL.Enable(EnableCap.CullFace);
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GL.CullFace(CullFaceMode.Front);
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GL.Enable(EnableCap.LineSmooth);
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GL.Enable(EnableCap.StencilTest);
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GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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GL.Enable(EnableCap.LineSmooth);
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GL.Enable(EnableCap.StencilTest);
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GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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*/
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control.CurrentShader = defaultShaderProgram;
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// enable seamless cubemap sampling for lower mip levels in the pre-filter map.
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@ -443,19 +443,19 @@ namespace Toolbox
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}
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private void cubemapPathTB_Click(object sender, EventArgs e) {
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FolderSelectDialog sfd = new FolderSelectDialog();
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OpenFileDialog sfd = new OpenFileDialog();
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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specularCubemapPathTB.Text = sfd.SelectedPath;
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specularCubemapPathTB.Text = sfd.FileName;
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Runtime.PBR.SpecularCubeMapPath = specularCubemapPathTB.Text;
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}
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}
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private void diffuseCubemapPathTBB_Click(object sender, EventArgs e) {
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FolderSelectDialog sfd = new FolderSelectDialog();
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OpenFileDialog sfd = new OpenFileDialog();
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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specularCubemapPathTB.Text = sfd.SelectedPath;
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diffuseCubemapPathTB.Text = sfd.FileName;
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Runtime.PBR.DiffuseCubeMapPath = diffuseCubemapPathTB.Text;
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}
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}
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