Merge fixes and CapturePointHUD component skeleton added.
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@@ -50,7 +50,7 @@ public:
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struct TextureProperties {
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std::string TexturePath;
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glm::vec2 UVRepeat;
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std::shared_ptr<::Texture> Texture;
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Texture* Texture;
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};
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struct MaterialBasic
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@@ -26,8 +26,7 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> SpriteJobs;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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std::list<std::shared_ptr<RenderJob>> Text;
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std::list<std::shared_ptr<RenderJob>> DirectionalLight;
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@@ -44,7 +43,7 @@ struct RenderScene
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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SpriteJobs.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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}
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};
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@@ -21,15 +21,15 @@ struct SpriteJob : RenderJob
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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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::RawModel::MaterialGroup matGroup = Model->MaterialGroups().front();
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TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
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IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
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StartIndex = matGroup.StartIndex;
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EndIndex = matGroup.EndIndex;
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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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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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