Fixed FGD saving, Scene building
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@@ -178,7 +178,8 @@ void Scene::DrawShadows()
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for (auto e : quakeView) {
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auto [transform, model] = quakeView.get<TransformComponent, BSPBrushComponent>(e);
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Renderer::m_ShadowmapShader->SetUniformMat4f("model", transform.GetTransform());
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if (model.IsTransparent)
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continue;
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for (auto& e : model.Meshes) {
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e->Draw(false);
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}
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@@ -255,7 +256,8 @@ void Scene::Draw()
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auto quakeView = m_Registry.view<TransformComponent, BSPBrushComponent, ParentComponent>();
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for (auto e : quakeView) {
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auto [transform, model, parent] = quakeView.get<TransformComponent, BSPBrushComponent, ParentComponent>(e);
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if (model.IsTransparent)
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continue;
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Renderer::m_Shader->SetUniformMat4f("u_View", cam->GetTransform());
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Renderer::m_Shader->SetUniformMat4f("u_Projection", cam->GetPerspective());
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Renderer::m_Shader->SetUniformMat4f("u_Model", transform.GetTransform());
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@@ -268,6 +270,7 @@ void Scene::Draw()
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Renderer::m_DebugShader->SetUniformMat4f("u_View", cam->GetTransform());
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Renderer::m_DebugShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
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PhysicsManager::Get()->DrawDebug();
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}
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}
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