Remove unused parameter
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@@ -175,7 +175,7 @@ namespace Inferno {
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Renderer2D::the().drawQuad(quad2.get<TransformComponent>(), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
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Renderer2D::the().drawQuad(quad2.get<TransformComponent>(), { 0.5f, 0.6f, 0.8f, 1.0f }, m_texture);
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Renderer2D::the().drawQuad(quad3.get<TransformComponent>(), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
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Renderer2D::the().drawQuad(quad3.get<TransformComponent>(), { 1.0f, 1.0f, 1.0f, 1.0f }, m_texture2);
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RendererCharacter::the().drawCharacter(character, {1,1,1,1}, f->texture());
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RendererCharacter::the().drawCharacter(character, f->texture());
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Renderer2D::the().endScene();
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Renderer2D::the().endScene();
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RendererCharacter::the().endScene();
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RendererCharacter::the().endScene();
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@@ -349,12 +349,7 @@ namespace Inferno {
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nextBatch();
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nextBatch();
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}
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}
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void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::vec4 color, std::shared_ptr<Texture> texture)
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void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture)
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{
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drawCharacter(characterQuad, glm::mat4 { color, color, color, color }, texture);
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}
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void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::mat4 color, std::shared_ptr<Texture> texture)
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{
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{
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// Create a new batch if the quad limit has been reached
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// Create a new batch if the quad limit has been reached
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if (m_quadIndex >= quadCount) {
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if (m_quadIndex >= quadCount) {
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@@ -134,8 +134,7 @@ namespace Inferno {
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void beginScene();
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void beginScene();
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void endScene();
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void endScene();
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void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::vec4 color, std::shared_ptr<Texture> texture);
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void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture);
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void drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, glm::mat4 color, std::shared_ptr<Texture> texture);
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static inline RendererCharacter& the() { return *s_instance; }
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static inline RendererCharacter& the() { return *s_instance; }
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