update
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@@ -9,7 +9,7 @@ Mesh createMesh(const char* obj_file) {
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tinyobj::ObjReader reader = tinyobj::ObjReader();
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bool success = reader.ParseFromFile(obj_file);
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log("%s\n", reader.Error().c_str());
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print("%s\n", reader.Error().c_str());
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const tinyobj::attrib_t attrib = reader.GetAttrib();
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@@ -24,7 +24,7 @@ uint32 createGlShader(string file_path, ShaderType shader_type) {
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string info_log = PushString(temp.arena, (size_t)info_log_length + 1);
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glGetShaderInfoLog(shader, info_log_length, NULL, info_log.str);
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const char* shader_type_name = shader_type == ShaderType::fragment ? "FRAGMENT" : "VERTEX";
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log("%s shader compilation error (%S):\n%S", shader_type_name, file_path, info_log);
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print("%s shader compilation error (%S):\n%S", shader_type_name, file_path, info_log);
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}
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scratchEnd(temp);
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return shader;
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@@ -50,7 +50,7 @@ Shader createShader(string vertex_path, string fragment_path) {
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glGetShaderiv(result.prog_id, GL_INFO_LOG_LENGTH, &info_log_length);
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string info_log_prog = PushString(temp.arena, (size_t)info_log_length + 1);
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glGetProgramInfoLog(result.prog_id, info_log_length, NULL, info_log_prog.str);
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log("Shader program link error:\n%S", info_log_prog);
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print("Shader program link error:\n%S", info_log_prog);
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}
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glDeleteShader(vertex_shader);
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@@ -18,7 +18,7 @@ Texture createTexture(const char* source_path) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, result.width, result.height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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log("Failed to load texture.");
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print("Failed to load texture.");
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}
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stbi_image_free(data);
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@@ -31,18 +31,18 @@ Entity *get_entity(uint32 id);
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SceneGraphNode *get_scene_graph_node(int id);
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uint32 new_graph_node();
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void log(glm::vec3* vector) {
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void print(glm::vec3* vector) {
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glm::vec3 vec = *vector;
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log(
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f │\n"
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"└ ┘\n",
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vec[0], vec[1], vec[2]);
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}
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void log(glm::mat4* matrix) {
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void print(glm::mat4* matrix) {
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glm::mat4 mat = *matrix;
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log(
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print(
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"┌ ┐\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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"│%7.2f%, %7.2f, %7.2f, %7.2f │\n"
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