Graphics: Rework RenderTargets
- RenderTarget have been moved to the Graphics module and are now lightweight objects between the target of rendering (swapchain or texture) - RenderTexture no longer require a blit between the framegraph texture and the target texture (the target texture is now directly rendered onto using a new feature of the framegraph) - ForwardFramePipeline viewers are now properly ordered by render order
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@@ -96,7 +96,7 @@ int main(int argc, char* argv[])
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entt::handle viewer = world.CreateEntity();
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{
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viewer.emplace<Nz::NodeComponent>();
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auto& cameraComponent = viewer.emplace<Nz::CameraComponent>(&windowSwapchain);
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auto& cameraComponent = viewer.emplace<Nz::CameraComponent>(std::make_shared<Nz::RenderWindow>(windowSwapchain));
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cameraComponent.UpdateRenderMask(1);
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cameraComponent.UpdateClearColor(Nz::Color(0.5f, 0.5f, 0.5f));
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}
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