Add initial support for skeletal entities / components
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@@ -794,9 +794,9 @@ int main()
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builder.SetViewport(env.renderRect);
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements, env.renderRect);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements, env.renderRect);
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planeModel.BuildElement(forwardPassIndex, planeInstance, elements, env.renderRect);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, nullptr, elements, env.renderRect);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, nullptr, elements, env.renderRect);
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planeModel.BuildElement(forwardPassIndex, planeInstance, nullptr, elements, env.renderRect);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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@@ -860,7 +860,7 @@ int main()
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builder.DrawIndexed(Nz::SafeCast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect);
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flareSprite.BuildElement(forwardPassIndex, flareInstance, nullptr, elements, env.renderRect);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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@@ -889,7 +889,7 @@ int main()
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builder.SetViewport(env.renderRect);
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect);
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flareSprite.BuildElement(forwardPassIndex, flareInstance, nullptr, elements, env.renderRect);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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