deferred rendering can be enabled for certain meshes
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@ -81,14 +81,12 @@ public:
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const float sensitivity = 0.1;
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static bool firstMouse = true;
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if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_MIDDLE) ){
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if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT) ){
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glfwSetInputMode(AppWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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auto newX = getCursorPosX(&AppWindow);
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auto newY = getCursorPosY(&AppWindow);
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if (firstMouse)
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{
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lastX = newX;
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@ -115,31 +113,25 @@ public:
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cam.pitch = -89.0f;
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}
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// Check for Camara movement input here!
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if (keyIsPressed(YOGGIE_KEY_W)) {
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cam.Position += cam.Front * movement_speed;
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else if (firstMouse == false)
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{
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glfwSetInputMode(AppWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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firstMouse = true;
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}
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// Check for Camara movement input here!
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if (keyIsPressed(YOGGIE_KEY_W))
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cam.Position += cam.Front * movement_speed;
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if (keyIsPressed(YOGGIE_KEY_A))
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{
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cam.Position -= cam.Right * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_S)) {
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if (keyIsPressed(YOGGIE_KEY_S))
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cam.Position -= cam.Front * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_D)) {
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if (keyIsPressed(YOGGIE_KEY_D))
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cam.Position += cam.Right * movement_speed;
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}
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}
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}
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