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Added F8 as MSAA toggle in examples.
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@@ -40,18 +40,18 @@ static PosColorVertex s_cubeVertices[8] =
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static const uint16_t s_cubeIndices[36] =
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{
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0, 2, 1, // 0
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1, 2, 3,
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4, 5, 6, // 2
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5, 7, 6,
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0, 4, 2, // 4
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4, 6, 2,
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1, 3, 5, // 6
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5, 3, 7,
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0, 1, 4, // 8
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4, 1, 5,
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2, 6, 3, // 10
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6, 7, 3,
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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};
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static const char* s_shaderPath = NULL;
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@@ -390,10 +390,7 @@ int _main_(int _argc, char** _argv)
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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bgfx::setState(BGFX_STATE_RGB_WRITE
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|BGFX_STATE_DEPTH_WRITE
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|BGFX_STATE_DEPTH_TEST_LESS
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);
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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