Basic transform stuff
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@ -41,14 +41,6 @@ void Camera::updateProjection() {
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}
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}
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void Camera::lookAt(glm::vec3 pos, glm::vec3 look) {
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this->lookAt(pos, look, glm::vec3(0, 1, 0));
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}
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void Camera::lookAt(glm::vec3 pos, glm::vec3 look, glm::vec3 up) {
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this->item.transform = glm::lookAt(pos, look, up);
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}
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RenderTarget & Camera::getRenderTarget() {
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if(this->target == nullptr) {
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return this->getGame().renderManager.getBackBuffer();
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@ -48,9 +48,6 @@ namespace Dawn {
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*/
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void updateProjection();
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void lookAt(glm::vec3 position, glm::vec3 look);
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void lookAt(glm::vec3 position, glm::vec3 look, glm::vec3 up);
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/**
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* Returns the intended render target for this camera to render to, will
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* automatically revert to the back buffer if no frame buffer is provided.
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