started working with MRT
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@@ -171,7 +171,7 @@ void TSE::GLFW::BasicTileMapShader::OnSubmit(const Transformable &t, float *&tar
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SpriteCount = tileSet->GetCount();
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SpriteScale = tm->SpriteScale;
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int chunkcount = tm->GetChunkCount();
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const int chunkcount = tm->GetChunkCount();
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Vector2 orderedChunks[chunkcount];
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tm->GetChunkPositionsInOrder(orderedChunks);
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@@ -182,7 +182,7 @@ void TSE::GLFW::BasicTileMapShader::OnSubmit(const Transformable &t, float *&tar
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for(auto chunkPos : orderedChunks)
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{
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auto chunk = tm->GetChunk(chunkPos);
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int spriteCount = chunk->GetSpriteCount();
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const int spriteCount = chunk->GetSpriteCount();
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Vector2 spritePositions[spriteCount];
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int spriteIds[spriteCount];
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chunk->GetOrderedPositions(spritePositions);
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@@ -208,5 +208,6 @@ void TSE::GLFW::BasicTileMapShader::OnSubmit(const Transformable &t, float *&tar
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}
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}
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stack.Pop();
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restartDrawcall(rnd);
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}
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