Add initial support for skeletal entities / components
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@@ -102,8 +102,8 @@ int main()
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std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0);
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std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance);
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std::size_t worldInstanceIndex2 = framePipeline.RegisterWorldInstance(modelInstance2);
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framePipeline.RegisterRenderable(worldInstanceIndex1, &model, 0xFFFFFFFF, scissorBox);
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framePipeline.RegisterRenderable(worldInstanceIndex2, &model, 0xFFFFFFFF, scissorBox);
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framePipeline.RegisterRenderable(worldInstanceIndex1, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);
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framePipeline.RegisterRenderable(worldInstanceIndex2, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);
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std::shared_ptr<Nz::SpotLight> light = std::make_shared<Nz::SpotLight>();
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light->UpdateInnerAngle(Nz::DegreeAnglef(15.f));
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