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https://github.com/aharabada/glitchy-engine-beef.git
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Better asset processor selection, process subassets
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@@ -1091,7 +1091,22 @@ namespace GlitchyEngine.Renderer
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public static void DrawSprite(Matrix transform, SpriteRendererComponent* spriteRenderer, uint32 entityId)
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{
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DrawQuad(transform, spriteRenderer.Sprite.Get() ?? s_whiteTexture, spriteRenderer.Color, spriteRenderer.UvTransform, entityId);
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Asset asset = Content.GetAsset(spriteRenderer.Sprite);
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Texture2D spriteTexture = null;
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float4 uvTransform = spriteRenderer.UvTransform;
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if (Texture2D texture = asset as Texture2D)
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{
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spriteTexture = texture;
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}
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else if (Sprite sprite = asset as Sprite)
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{
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spriteTexture = Content.GetAsset<Texture2D>(sprite.TextureHandle);
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uvTransform = sprite.TextureCoordinates;
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}
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DrawQuad(transform, spriteTexture ?? s_whiteTexture, spriteRenderer.Color, uvTransform, entityId);
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}
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public static void DrawCircle(Matrix transform, CircleRendererComponent* spriteRenderer, uint32 entityId)
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@@ -0,0 +1,20 @@
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using GlitchyEngine.Content;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer;
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class Sprite : Asset
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{
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private AssetHandle _textureHandle;
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private float4 _textureCoordinates;
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public AssetHandle TextureHandle => _textureHandle;
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public float4 TextureCoordinates => _textureCoordinates;
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public this(AssetHandle textureHandle, float4 textureCoordinates)
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{
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_textureHandle = textureHandle;
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_textureCoordinates = textureCoordinates;
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}
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}
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