Changing engine to shared library
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@@ -27,7 +27,7 @@ SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const ViewportCreat
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//AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Cube\\cube.obj");
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//AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Plane\\plane.fbx");
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cameraSystem.update(viewportCamera, static_cast<float>(Gfx::currentFrameDelta));
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cameraSystem.update(viewportCamera, static_cast<float>(Gfx::getCurrentFrameDelta()));
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renderGraph.updateViewport(viewport);
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}
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@@ -43,7 +43,7 @@ void SceneView::beginUpdate()
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void SceneView::update()
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{
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cameraSystem.update(viewportCamera, static_cast<float>(Gfx::currentFrameDelta));
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cameraSystem.update(viewportCamera, static_cast<float>(Gfx::getCurrentFrameDelta()));
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//co_return;
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}
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+1
-1
@@ -31,7 +31,7 @@ int main()
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graphics->init(initializer);
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PWindowManager windowManager = new WindowManager();
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AssetRegistry::init(std::string("C:/Users/Dynamitos/TrackClear/Assets"), graphics);
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AssetImporter::init(graphics, instance);
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AssetImporter::init(graphics, AssetRegistry::getInstance());
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AssetImporter::importFont(FontImportArgs{
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.filePath = "./fonts/Calibri.ttf",
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});
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