remove the extra mesh creation, fix reload shader problem
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@ -118,7 +118,6 @@ namespace Prism
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m_QuadShader = Shader::Create("assets/shaders/quad.glsl");
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m_QuadShader = Shader::Create("assets/shaders/quad.glsl");
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m_HDRShader = Shader::Create("assets/shaders/hdr.glsl");
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m_HDRShader = Shader::Create("assets/shaders/hdr.glsl");
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m_GridShader = Shader::Create("assets/shaders/Grid.glsl");
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m_Mesh = CreateRef<Mesh>("assets/models/m1911/m1911.fbx");
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m_Mesh = CreateRef<Mesh>("assets/models/m1911/m1911.fbx");
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m_MeshMaterial = CreateRef<MaterialInstance>(m_Mesh->GetMaterial());
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m_MeshMaterial = CreateRef<MaterialInstance>(m_Mesh->GetMaterial());
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@ -41,7 +41,7 @@ namespace Prism
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PM_RENDER_S({
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PM_RENDER_S({
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if (self->m_RendererID)
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if (self->m_RendererID)
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glDeleteShader(self->m_RendererID);
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glDeleteProgram(self->m_RendererID);
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self->CompileAndUploadShader();
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self->CompileAndUploadShader();
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self->ResolveUniforms();
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self->ResolveUniforms();
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@ -41,7 +41,7 @@ namespace Prism
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virtual void write(const char* message) override
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virtual void write(const char* message) override
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{
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{
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PM_CORE_ERROR("Assimp error: {0}", message);
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PM_CORE_ERROR("Assimp: {0}", message);
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}
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}
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};
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};
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