Now render water through it's own buffer. Not currently visable through finaltexture. Also added a white texture to render the water.
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@@ -264,13 +264,13 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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{
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auto t_waterparticle = m_World->CreateEntity(e);
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auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
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//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
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transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
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transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
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sprite->SpriteFile = "Textures/Ball.png";
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//sprite->SpriteFile = "Textures/Ball.png";
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m_World->CommitEntity(t_waterparticle);
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m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
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