it works??
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@@ -126,6 +126,7 @@ namespace Game
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA;
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Materials[0].Uniforms[Material::UniformTimeIdx] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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if (!GetInstance().IsInitialized)
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{
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@@ -179,9 +180,8 @@ namespace Game
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bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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}
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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float TimeValues[4]{0.0f};
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TimeValues[0] = GetInstance().Now;
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for (int32_t i = 0; i < GetInstance().GameLevel.Cubes.Count; ++i)
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{
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@@ -195,6 +195,7 @@ namespace Game
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bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
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bgfx::setIndexBuffer(currentModel.IndexBuffer);
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bgfx::setState(currentMaterial.State);
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bgfx::setUniform(Materials[0].Uniforms[Material::UniformTimeIdx], TimeValues);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, currentMaterial.Shader);
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