negative normalY at InlineGeometry, because from OpenGL axis.
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@@ -79,7 +79,7 @@ private:
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light.position.Set(1000,1000,1000,1.0);
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phong.BaseColor.Set(1,1,1,1);
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phong.ambient=0.05;
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phong.ambient=0.5;
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phong.specular.Set(0.3,0.3,0.3,32);
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{
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@@ -141,7 +141,7 @@ private:
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ro_cube=CreateRenderableCube(db,material,&cci);
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}
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{
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{
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ro_sphere=CreateRenderableSphere(db,material,64);
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}
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@@ -190,8 +190,7 @@ private:
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if(!material_instance->BindUBO("world",GetCameraMatrixBuffer()))
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return(false);
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if(!material_instance->BindUBO("fs_light",ubo_light))
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return(false);
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material_instance->BindUBO("fs_light",ubo_light);
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material_instance->Update();
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@@ -219,7 +218,7 @@ private:
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bool InitScene()
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{
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render_root.Add(db->CreateRenderableInstance(ro_axis,axis_mi,axis_pipeline));
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Add(ro_torus ,pipeline_solid);//,rotate(90,Vector3f(1,0,0)));
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Add(ro_torus ,pipeline_solid);
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Add(ro_cube ,pipeline_solid,translate(-10, 0, 5)*scale(10,10,10));
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Add(ro_sphere ,pipeline_solid,translate( 10, 0, 5)*scale(10,10,10));
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Add(ro_cylinder ,pipeline_solid,translate( 0, 16, 0));
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