Fixed MeshRenderer, our cube is now totally drawn by mesh renderer !
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@@ -109,11 +109,11 @@ void JulietApplication::Init()
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Running = false;
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}
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// std::ignore = AddCube();
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//
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// CommandList* loadCmd = AcquireCommandList(GraphicsDevice);
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// LoadMeshesOnGPU(loadCmd);
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// SubmitCommandLists(loadCmd);
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std::ignore = AddCube();
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CommandList* loadCmd = AcquireCommandList(GraphicsDevice);
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LoadMeshesOnGPU(loadCmd);
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SubmitCommandLists(loadCmd);
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if (Running == false)
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{
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@@ -269,12 +269,12 @@ void JulietApplication::Update()
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void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
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void JulietApplication::OnRender(RenderPass*, CommandList*)
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void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
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{
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// PushData pushData = {};
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// pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
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PushData pushData = {};
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pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
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// RenderMeshes(pass, cmd, pushData);
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RenderMeshes(pass, cmd, pushData);
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// SetPushConstants(cmd, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
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}
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