Added Queues for the models with shield and shielded components.
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@@ -56,9 +56,9 @@ void EditorRenderSystem::Update(double dt)
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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if (cModel["Transparent"]) {
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scene.TransparentObjects.push_back(modelJob);
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scene.Jobs.TransparentObjects.push_back(modelJob);
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} else {
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scene.OpaqueObjects.push_back(modelJob);
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scene.Jobs.OpaqueObjects.push_back(modelJob);
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}
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}
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}
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@@ -75,7 +75,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cPointLight.EntityID);
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ComponentWrapper& cTransform = entity["Transform"];
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std::shared_ptr<PointLightJob> pointLightJob = std::make_shared<PointLightJob>(cTransform, cPointLight, entity.World);
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scene.PointLightJobs.push_back(pointLightJob);
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scene.Jobs.PointLight.push_back(pointLightJob);
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}
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}
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