First render
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@@ -8,7 +8,7 @@ Transform::Transform()
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}
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Transform::Transform(Transform &&other)
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: position(other.position), rotation(other.rotation), scale(scale)
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: position(other.position), rotation(other.rotation), scale(other.scale)
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{
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other.position = Vector4(0, 0, 0, 0);
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other.rotation = Quaternion(0, 0, 0, 0);
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@@ -16,7 +16,7 @@ Transform::Transform(Transform &&other)
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}
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Transform::Transform(const Transform &other)
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: position(other.position), rotation(other.rotation), scale(scale)
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: position(other.position), rotation(other.rotation), scale(other.scale)
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{
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}
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@@ -45,7 +45,7 @@ Vector Transform::inverseTransformPosition(const Vector &v) const
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}
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Matrix4 Transform::toMatrix()
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{
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Matrix4 mat;
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Matrix4 mat(1.0f);
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mat[3][0] = position.x;
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mat[3][1] = position.y;
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