Frustum culling progress
Unlit materials Renderer cleanup
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@@ -26,7 +26,6 @@ namespace Nuake {
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// m_Framebuffers[i] = CreateRef<FrameBuffer>(false, glm::vec2(4096, 4096));
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// m_Framebuffers[i]->SetTexture(CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
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//}
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}
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void LightComponent::SetCastShadows(bool toggle)
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@@ -94,11 +93,6 @@ namespace Nuake {
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Renderer::m_ShadowmapShader->Bind();
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}
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void LightComponent::Draw(TransformComponent transformComponent, Ref<Camera> cam)
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{
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}
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void LightComponent::DrawDeferred(TransformComponent transformComponent, Camera* cam)
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{
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Renderer::RegisterDeferredLight(transformComponent, *this, cam);
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