FIXED inputsystem linker error
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@ -21,7 +21,7 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Scene* Level1;
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// BarinkEngine::SceneObject* cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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@ -38,8 +38,10 @@ void Start() {
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// Create a cube node
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// Load a model
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// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
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//cube = MI->Import("build/SandboxApplication/Debug/Models/Cube.obj");
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//Level1->GetRoot().addChild(*cube);
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std::string groupName("Nested-Group");
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auto testGroup = new Group(groupName);
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Level1->GetRoot().addChild( *testGroup);
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@ -89,23 +91,22 @@ void Update()
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* NOTE: this needs to move to the renderer
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* Render code should not appear in the sandbox file
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*/
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glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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//glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader->Use();
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shader->setUniformMat4("P", projection);
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//shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
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//shader->setUniformMat4("P", projection);
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//shader->setUniformMat4("M", CalculateModelMat(cube->transform));
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shader->setUniformMat4("V", cam->GetViewMatrix());
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//matCube->Apply();
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//cube->renderable->material->Apply();
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//Cube->Draw();
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//shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
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// matCube2->Apply();
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//Cube2->Draw();
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}
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/*
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