Fix debug collision renders
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@@ -1,4 +1,4 @@
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Fullscreen: 0
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Resolution: 1152 864
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Debug: 0
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Debug: 1
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CameraFOV: 72.5
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@@ -55,10 +55,10 @@ void Engine::initGL()
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glEnable(GL_CULL_FACE);
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glEnable(GL_VERTEX_ARRAY);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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//glEnable(GL_ALPHA_TEST);
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//glAlphaFunc(GL_GREATER, 0.05f); //Anything with an opacity of less than 5% gets thrown out
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//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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//glEnable(GL_LIGHT0);
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//glEnable(GL_COLOR_MATERIAL);
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//glDepthRange(-0.5f,0.5f);
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}
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@@ -208,6 +208,7 @@ void Entity::render() {
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for (int j = 0; j <= i; j++) {
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glActiveTexture(GL_TEXTURE1 + j);
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glClientActiveTexture(GL_TEXTURE1 + j);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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@@ -220,14 +221,18 @@ void Entity::render() {
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glPopMatrix();
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if (engine->debug) {
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glDisable(GL_LIGHTING);
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glPushMatrix();
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glColor4f(1, 0, 0, 1);
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glTranslatef(0, 0, 0);
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getCollider().draw();
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glColor4f(1, 1, 1,1);
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glColor4f(1, 1, 1, 1);
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glPopMatrix();
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glEnable(GL_LIGHTING);
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}
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glPopMatrix();
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}
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bool Entity::isCollidingWith(Entity *entity) {
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