chore: make all code conventions consistent, slightly clean up some things and fix bugs where some stuff would visually look messed up
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@@ -138,8 +138,6 @@ private:
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ID3D11SamplerState *GetManagedSamplerState();
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void DeleteInternalBuffer(int index);
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Renderer::Context &getContext();
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static D3D11_PRIMITIVE_TOPOLOGY *m_Topologies;
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static DXGI_FORMAT textureFormats[C4JRender::MAX_TEXTURE_FORMATS];
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public:
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struct Texture
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{
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@@ -333,12 +331,12 @@ public:
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DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
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DWORD stackType;
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DWORD textureIdx;
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BYTE faceCullEnabled;
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BYTE depthTestEnabled;
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BYTE alphaTestEnabled;
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bool faceCullEnabled;
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bool depthTestEnabled;
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bool alphaTestEnabled;
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float alphaReference;
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BYTE depthWriteEnabled;
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BYTE fogEnabled;
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bool depthWriteEnabled;
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bool fogEnabled;
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float fogNearDistance;
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float fogFarDistance;
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float fogDensity;
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@@ -346,9 +344,9 @@ public:
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float fogColourBlue;
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float fogColourGreen;
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DWORD fogMode;
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BYTE lightingEnabled;
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BYTE lightEnabled[2];
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BYTE lightingDirty;
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bool lightingEnabled;
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bool lightEnabled[2];
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bool lightingDirty;
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DWORD forcedLOD;
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BYTE paddingAfterForceLOD[4];
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DirectX::XMFLOAT4 lightDirection[2];
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@@ -378,7 +376,7 @@ public:
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DWORD recordingBufferIndex;
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DWORD recordingVertexType;
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DWORD recordingPrimitiveType;
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BYTE deferredModeEnabled;
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bool deferredModeEnabled;
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std::vector<DeferredCBuff> deferredBuffers;
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D3D11_BLEND_DESC blendDesc;
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
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@@ -387,13 +385,12 @@ public:
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};
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static DWORD tlsIdx;
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static unsigned int s_auiWidths[MAX_MIP_LEVELS + 1];
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static unsigned int s_auiHeights[MAX_MIP_LEVELS + 1];
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static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5];
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static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[2];
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static D3D11_PRIMITIVE_TOPOLOGY g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT];
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static int totalAlloc;
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static _RTL_CRITICAL_SECTION totalAllocCS;
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static DWORD s_auiWidths[];
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static DWORD s_auiHeights[];
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static DXGI_FORMAT textureFormats[];
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static D3D_PRIMITIVE_TOPOLOGY g_topologies[];
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static int totalAlloc;
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float m_fClearColor[4];
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ID3D11Device *m_pDevice;
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