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// You could use this snippet generally before compiling your program. | |
#run { | |
build_metal_shaders("./path-to-your-shaders-folder"); | |
} | |
/* | |
Build all shaders for our metal backend. | |
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/* | |
Some important definition here to understand what's going on. | |
1) Animation. | |
An animation have multiple "parts" (in glTF it's called channels). | |
Each part targets only one transformation, meanings one translation or rotation or scale on a specified node. | |
So when we want to play an animation, we go through each animation parts, and updates transformation "part" | |
for an associated node. After that, we compute the local transform matrix on those nodes, |
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events_this_frame: [..] SDL_Event; | |
mouse_delta_x := 0; | |
mouse_delta_y := 0; | |
cursor : Vector2; | |
#scope_file; | |
key_states : Table(Key_Code, Key_Current_State); |
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