Positioning & Rotation bugfixes.
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Make it such that a sprites "origin" doesn't effect the position. It is only the point at which transformations are done about.
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@@ -11,6 +11,8 @@ namespace JGL {
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class JGL::RenderTarget {
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private:
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Color4 clear_color{0,0,0,0};
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/// "Size" in this sense is the "Renderable Area" because OpenGL textures behave strangely if they're not square.
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Vector2 size{0, 0};
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bool using_depth = false;
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GLuint framebuffer_object = 0;
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GLuint depth_buffer = 0;
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@@ -29,7 +31,7 @@ public:
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/// Create a render target for a texture that already exists. For decals.
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explicit RenderTarget(const Texture& texture, const Color4& clear_color = Colors::Black, bool use_depth = false);
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/// Create a Render Target with a brand new texture. Want to render JGL elements onto a texture and display it as a sprite?
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explicit RenderTarget(unsigned int size, const Color4& clear_color = Colors::Black, bool use_depth = false);
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explicit RenderTarget(const Vector2& size, const Color4& clear_color = Colors::Black, bool use_depth = false);
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void Erase();
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};
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