Some fixes for sprites
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@@ -21,14 +21,23 @@ struct SpriteJob : RenderJob
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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Model = ResourceManager::Load<::Model>((std::string)cSprite["Model"]);
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
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IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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if ((bool)cSprite["Linear"]) {
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glBindTexture(GL_TEXTURE_2D, DiffuseTexture->m_Texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glBindTexture(GL_TEXTURE_2D, DiffuseTexture->m_Texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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@@ -89,6 +98,7 @@ struct SpriteJob : RenderJob
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bool BlurBackground = false;
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float ScaleX = 1;
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float ScaleY = 1;
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bool Linear = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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