made the editor work by debugging on windows
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@@ -10,6 +10,8 @@
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#include "PathHelper.hpp"
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#include "elements/Texture.hpp"
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#include "TextureHelperOpenGL.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "BehaviourScripts/Camera.hpp"
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TSE::GLFW::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
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: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
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@@ -140,7 +142,13 @@ void TSE::GLFW::OpenGLRenderingBackend::onUpdate() const
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void TSE::GLFW::OpenGLRenderingBackend::onClear() const
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{
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//cameras
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for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
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{
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IRenderer::camerasToRenderWith[i]->Bind();
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IRenderer::camerasToRenderWith[i]->UpdateRenderTarget();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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IRenderer::camerasToRenderWith[i]->Unbind();
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(useseImGui)
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@@ -153,7 +161,12 @@ void TSE::GLFW::OpenGLRenderingBackend::onClear() const
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void TSE::GLFW::OpenGLRenderingBackend::onClearDepthBuffer() const
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{
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//cameras
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for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
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{
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IRenderer::camerasToRenderWith[i]->Bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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IRenderer::camerasToRenderWith[i]->Unbind();
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}
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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