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@@ -389,7 +389,8 @@ namespace GlitchyEditor
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mat.SetVariable("NormalScaling", Vector2.One);
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mat.SetVariable("MetallicFactor", 1.0f);
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mat.SetVariable("RoughnessFactor", 1.0f);
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// TODO: completely wrong!
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EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1");
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Entity entity = .(e, _scene);
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@@ -463,14 +464,14 @@ namespace GlitchyEditor
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_camera.Position = .(-1.5f, 1.5f, -2.5f);
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_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
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/*// Create default camera
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{
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// Create default camera
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/*{
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let camEntity = _scene.CreateEntity("Camera");
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let transform = camEntity.Transform;
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transform.Position =
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}
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}*/
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// Create the default light source
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/*// Create the default light source
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{
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let lightNtt = _scene.CreateEntity("Light");
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let transform = lightNtt.Transform;
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@@ -480,9 +481,9 @@ namespace GlitchyEditor
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let light = lightNtt.AddComponent<LightComponent>();
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light.SceneLight.Illuminance = 10.0f;
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light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
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}*/
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}
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//TestEntitiesWithModels();
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TestEntitiesWithModels();*/
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}
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/// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open.
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