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The parsing of light data from maps is now in the client library, and basic light management is in scene. Putting the light loading code into the Vulkan renderer was a mistake I've wanted to correct for a while. The client code still needs a bit of cleanup, but the basics are working nicely. |
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.. | ||
camera.h | ||
entity.h | ||
hierarchy.h | ||
light.h | ||
scene.h | ||
transform.h | ||
types.h |