made the editor work by debugging on windows
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@@ -1,7 +1,9 @@
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#include "CameraView.hpp"
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TSE::EDITOR::CameraView::CameraView() : GuiWindow("Camera", ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar)
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, fb({100,100}) { }
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{
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fb = new TSE::GLFW::RenderTexture({100,100});
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}
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void TSE::EDITOR::CameraView::Define()
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{
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@@ -11,18 +13,17 @@ void TSE::EDITOR::CameraView::Define()
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currentCamera->SetRenderTarget(nullptr);
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currentCamera = Camera::mainCamera;
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if(currentCamera != nullptr)
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currentCamera->SetRenderTarget(&fb);
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currentCamera->SetRenderTarget(fb);
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}
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ImGuiWindowFlags flags2 = ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar;
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if(ImGui::BeginChild("##SceneChild", {0,0}, ImGuiChildFlags_None, flags2))
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{
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float w = fb.width();
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ImGui::Image(fb.GetTextureId(), {fb.width(), fb.height()},{0,1}, {1,0});
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ImGui::Image(fb->GetTextureId(), {fb->width(), fb->height()},{0,1}, {1,0});
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auto vec2 = ImGui::GetWindowSize();
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if(fb.width() != vec2.x || fb.height() != vec2.y)
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if(fb->width() != vec2.x || fb->height() != vec2.y)
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{
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fb.SetSize({vec2.x, vec2.y});
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fb->SetSize({vec2.x, vec2.y});
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}
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}
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ImGui::EndChild();
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