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@@ -51,7 +51,7 @@ bool Game::Initialize()
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// Force OpenGL to use hardware acceleration
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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- mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 6)", 100, 100,
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+ mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 5)", 100, 100,
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1024, 768, SDL_WINDOW_OPENGL);
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if (!mWindow)
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{
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@@ -165,6 +165,7 @@ void Game::UpdateGame()
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// Move any pending actors to mActors
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for (auto pending : mPendingActors)
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{
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+ pending->ComputeWorldTransform();
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mActors.emplace_back(pending);
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}
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mPendingActors.clear();
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@@ -214,7 +215,7 @@ void Game::GenerateOutput()
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bool Game::LoadShaders()
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{
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mSpriteShader = new Shader();
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- if (!mSpriteShader->Load("Shaders/Sprite"))
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+ if (!mSpriteShader->Load("Shaders/Sprite.vert", "Shaders/Sprite.frag"))
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{
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return false;
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}
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