Implemented serialization for text color and trajectory rendering #381
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@ -84,6 +84,12 @@ namespace SHADE
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// If has positions, feed data to buffer.
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if (comp.HasPositions())
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{
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auto meshHandle = comp.GetMesh();
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// dont do anything if no mesh
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if (!meshHandle)
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continue;
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SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(comp.GetEID());
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if (transform)
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{
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@ -104,7 +110,6 @@ namespace SHADE
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// Will be used for baseInstance later
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uint32_t oldTransformDataSize = transformData.size();
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auto meshHandle = comp.GetMesh();
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auto const& positions = comp.GetPositions();
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for (auto& pos : positions)
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