Add initial support for skeletal entities / components
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@@ -94,7 +94,7 @@ int main()
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Nz::ForwardFramePipeline framePipeline;
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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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framePipeline.RegisterRenderable(worldInstanceIndex1, &model, 0xFFFFFFFF, scissorBox);
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framePipeline.RegisterRenderable(worldInstanceIndex1, Nz::FramePipeline::NoSkeletonInstance, &model, 0xFFFFFFFF, scissorBox);
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std::shared_ptr<Nz::DirectionalLight> light = std::make_shared<Nz::DirectionalLight>();
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light->UpdateRotation(Nz::EulerAnglesf(-45.f, 0.f, 0.f));
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