Optimized Renderer
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@ -35,15 +35,15 @@ namespace ia::iae
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m_textureExtent = {t.x, t.y};
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m_drawnSize = m_node->GetScale() * m_textureExtent * m_scaleOffset;
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Engine::SetRenderState_Texture(m_texture);
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Engine::SetRenderState_FlippedH(m_isFlippedH);
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Engine::SetRenderState_FlippedV(m_isFlippedV);
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Engine::SetRenderState_ColorOverlay(m_colorOverlay);
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Engine::SetRenderState_TextureOffset(m_textureOffset);
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Engine::SetRenderState_CameraRelative(m_isCameraRelative);
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Engine::SetRenderState_Transform(m_node->GetPosition() + m_positionOffset, m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset, m_node->GetRotation() + m_rotationOffset);
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Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_node->Layer(), m_node->SortIndex());
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Engine::DrawGeometry(Engine::GetGeometry_Quad(), m_texture, m_node->GetPosition() + m_positionOffset,
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m_node->GetScale() * Vec2{t2.x, t2.y} * m_scaleOffset,
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m_node->GetRotation() + m_rotationOffset, m_node->Layer(), m_node->SortIndex());
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}
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VOID TextureComponent::DebugDraw()
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