Render position of the cube based on the transform component, fixed some compile issues with the previous commit
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@ -8,13 +8,13 @@ namespace BarinkEngine {
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};
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struct TransformComponent {
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glm::mat4& transform = glm::mat4(1.0f);
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glm::mat4 transform = glm::mat4(1.0f);
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};
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struct CameraComponent {
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glm::mat4& view;
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glm::mat4 view;
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};
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