Minor fixes
- removed the test '#error' in 'Base.h' - changed from random color per vertex to input 'tint' from argument in 'DrawQuad' - reverted back some window creation stuff
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					 5 changed files with 9 additions and 13 deletions
				
			
		
							
								
								
									
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Subproject commit 59a32baf70eadf12bfc22234c3bb1c5c28931a2c
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Subproject commit 23f99263cdb8db054db5202f605e5730aec4e3c3
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Subproject commit b238424f840544f64b0597f86c59b8810ca2b933
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Subproject commit e401b8f2c0e89ddd783245a88549f5c5e23a2c21
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			@ -13,7 +13,6 @@
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#define LT_MAC(x) // Mac
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#if defined(LIGHT_PLATFORM_WINDOWS)
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	#error "test"
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	#define LT_BUILD_PLATFORM "Windows"
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	#define LT_WIN(x) x
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#elif defined(LIGHT_PLATFORM_LINUX)
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			@ -51,27 +51,25 @@ namespace Light {
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		// TOP_LEFT
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		m_QuadRenderer.mapCurrent[0].position = { xMin, yMin, position.z };
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		m_QuadRenderer.mapCurrent[0].tint = glm::vec4((float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, 1.0f);
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		m_QuadRenderer.mapCurrent[0].tint = tint;
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		// TOP_RIGHT
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		m_QuadRenderer.mapCurrent[1].position = { xMax, yMin, position.z };
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		m_QuadRenderer.mapCurrent[1].tint = glm::vec4((float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, 1.0f);
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		m_QuadRenderer.mapCurrent[1].tint = tint;
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		// BOTTOM_RIGHT
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		m_QuadRenderer.mapCurrent[2].position = { xMax, yMax, position.z };
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		m_QuadRenderer.mapCurrent[2].tint = glm::vec4((float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, 1.0f);
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		m_QuadRenderer.mapCurrent[2].tint = tint;
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		// BOTTOM_LEFT
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		m_QuadRenderer.mapCurrent[3].position = { xMin, yMax, position.z };
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		m_QuadRenderer.mapCurrent[3].tint = glm::vec4((float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, (float)(rand() % 100) / 100.0f, 1.0f);
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		m_QuadRenderer.mapCurrent[3].tint = tint;
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		// advance
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		m_QuadRenderer.mapCurrent += 4;
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		m_QuadRenderer.quadCount++;
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	}
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	void Renderer::BeginScene()
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	{
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		m_QuadRenderer.Map();
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			@ -24,13 +24,12 @@ namespace Light {
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		LT_ENGINE_ASSERT(glfwInit(), "wWindow::wWindow: failed to initialize glfw");
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		// create window
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		glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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		glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
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		glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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		glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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		m_Handle = glfwCreateWindow(800u, 600u, "", nullptr, nullptr);
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		m_Handle = glfwCreateWindow(1u, 1u, "", nullptr, nullptr);
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		LT_ENGINE_ASSERT(m_Handle, "wWindow::wWindow: glfwCreateWindow: failed to create glfw window");
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		// manage events
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			@ -38,7 +37,7 @@ namespace Light {
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		BindGlfwEvents();
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		// create graphics context
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		m_GraphicsContext = std::unique_ptr<GraphicsContext>(GraphicsContext::Create(GraphicsAPI::OpenGL, m_Handle));
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		m_GraphicsContext = std::unique_ptr<GraphicsContext>(GraphicsContext::Create(GraphicsAPI::DirectX, m_Handle));
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		LT_ENGINE_ASSERT(m_GraphicsContext, "wWindow::wWindow: failed to create graphics context");
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	}
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