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Added LoadOP to render pass
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@@ -617,7 +617,6 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
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renderList.Flush(gizmoShader, true);
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}
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// Sound emitter
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auto audioView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
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for (auto e : audioView)
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@@ -213,7 +213,6 @@ void ViewportWidget::OnSceneChanged(Ref<Nuake::Scene> scene)
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sceneViewport->GetOnDebugDraw().AddRaw(this, &ViewportWidget::OnDebugDraw);
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}
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float GetGizmoScale(const Vector3& camPosition, const Nuake::Vector3& position)
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{
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float distance = Distance(camPosition, position);
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@@ -228,7 +227,6 @@ float GetGizmoScale(const Vector3& camPosition, const Nuake::Vector3& position)
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return 1.0f;
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}
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template<typename T>
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void DrawIconGizmo(DebugCmd& debugCmd, const std::string& icon)
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{
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