Sandbox App is no longer an editor, Editor setup has moved to the editor project
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		@ -18,7 +18,6 @@ const std::string vertexShaderSource = "build/Debug/test.vs";
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const std::string fragmentShaderSource = "build/Debug/test.fs";
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Framebuffer* framebuffer;
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Scene* Level1;
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BarinkEngine::SceneObject* cube;
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/*
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@ -26,8 +25,6 @@ BarinkEngine::SceneObject* cube;
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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    // Build a basic test scene 
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    // NOTE: This will later be done through an editor 
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    // Create a level and load it as the current level
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    std::string levelName("Test Level");
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@ -49,9 +46,7 @@ void Start() {
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    Level1->GetRoot().addChild(*cube);
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    memset(code, '\0', 254);
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    framebuffer = new Framebuffer();
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    std::cout << "Colour attachment id; "<< framebuffer->GetColourAttachment() << std::endl;
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    // TODO: Move to runtime/ Engine 
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    // NOTE: Submits should later be done through walking the sceneTree
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@ -67,14 +62,6 @@ void ImmediateGraphicsDraw()
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{
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    // Show internal BarinkEngine stats
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    ShowStats();
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    SceneView(*framebuffer);   
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    // Show different tooling for this specific sandbox
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    CameraTool();
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    ScriptingTool(code);
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    SceneExplorer( "Scene Explorer");
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}
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/*
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@ -83,11 +70,9 @@ void ImmediateGraphicsDraw()
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*/
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void Update()
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{
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   // glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
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    renderer.Render(*framebuffer);
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    renderer.Render();
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 //   glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/*
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@ -96,7 +81,6 @@ void Update()
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*/
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void Stop()
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{
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    delete framebuffer;
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    delete MI;
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    delete shader;
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}
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