[EDIT] loadingscreen now has a background, and got rid of some memory leaks
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@@ -113,7 +113,7 @@ namespace scene
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}
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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std::deque<std::shared_ptr<entities::Entity>> furniture;
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std::deque<std::shared_ptr<entities::CollisionEntity>> furniture;
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house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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@@ -19,7 +19,8 @@ namespace scene
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shader_test = new shaders::EntityShader;
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shader_test->Init();
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render_engine::renderer::Init(*shader_test);
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delete shader_test;
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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@@ -35,6 +36,10 @@ namespace scene
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Scenes Loading_Scene::start(GLFWwindow* window)
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{
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render();
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glfwSwapBuffers(window);
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glfwPollEvents();
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load_default_variables();
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load_all_models();
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@@ -45,22 +50,20 @@ namespace scene
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{
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render_engine::renderer::Prepare();
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//starts the shader and begins to render
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shader_test->Start();
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shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader_test->LoadViewMatrix(*camera_test);
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/*render_engine::renderer::Prepare();
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//shader_test->Start();
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//shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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//shader_test->LoadViewMatrix(*camera_test);
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gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/loading_screen.png"),
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glm::vec2(0,0),glm::vec2(1,1) };
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std::vector<gui::GuiTexture*> image_list;
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image_list.push_back(&loading_image);
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render_engine::renderer::Render(image_list, *gui_shader);*/
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shader_test->Stop();
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render_engine::renderer::Render(image_list, *gui_shader);
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//shader_test->Stop();
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gui_shader->CleanUp();
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}
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void Loading_Scene::update(GLFWwindow* window)
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