Sprites are now rendered on unitQuads instead of ScreenQuads
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@@ -63,13 +63,13 @@ public:
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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// {
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// auto ent = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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// transform->Position = glm::vec3(0.f, 0.f, -10.f);
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// auto sprite = m_World->AddComponent<Components::Sprite>(ent);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// }
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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}
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m_LastTime = glfwGetTime();
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}
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Regular → Executable
+1
-1
@@ -73,7 +73,7 @@ private:
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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GLuint m_UnitQuad = 0;
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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GLuint m_rbDepthBuffer = 0;
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