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Progress towards finding transform corruption when drawing after loading scene
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@@ -259,7 +259,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
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flatShader->SetUniformVec4("u_Color", Vector4(0.0f, 1.0f, 0.4f, 1.0f));
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const auto scaledTransform = glm::scale(transformComponent.GetGlobalTransform(), Vector3(0.25f, 0.25f, 0.25f));
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renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
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//renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
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renderList.Flush(flatShader, true);
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}
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@@ -215,7 +215,7 @@ namespace Nuake {
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ImGuizmo::DecomposeMatrixToComponents(glm::value_ptr(localTransform), glm::value_ptr(pos), glm::value_ptr(rotation), glm::value_ptr(scale));
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tc.Translation = pos;
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//tc.Rotation = rotation;
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tc.Rotation = rotation;
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tc.Scale = scale;
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tc.LocalTransform = localTransform;
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