JGL Render Pass
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@@ -53,6 +53,7 @@ public:
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void initGL() const;
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void loadConfig();
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static void init();
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void jglRenderPass();
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void preRender();
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void render();
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static void postRender();
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@@ -110,7 +110,6 @@ public:
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Vector3 getAngle();
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void setAngle(const Vector3& a);
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void setAngle(float pitch, float yaw, float roll);
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///Removes an entity from the list, Checks if the assets are being used by any other entity. Removes them from their lists & deletes. Then deletes the entity.
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void erase();
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bool draw = true;
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@@ -118,6 +117,7 @@ public:
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bool isCollidingWith(Entity* entity);
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virtual void pre_render() {}
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virtual void post_render() {}
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virtual void jglRenderPass() {}
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///The default rendering routine. Works for 99% of cases.
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virtual void render();
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virtual void update(float elapsed) {}
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