Editor entity create and delete.
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@@ -160,7 +160,8 @@ void Renderer::InitializeRenderPasses()
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//Temp func
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void Renderer::FillDepth(RenderScene& scene)
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{
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for (auto job : scene.ForwardJobs) {
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// HACK: FIX ME TOBIAS
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/*for (auto job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(! modelJob) {
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return;
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@@ -171,5 +172,5 @@ void Renderer::FillDepth(RenderScene& scene)
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glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
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modelJob->Depth = worldpos.z;
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}
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scene.ForwardJobs.sort(Renderer::DepthSort);
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scene.ForwardJobs.sort(Renderer::DepthSort);*/
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}
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