Browse Source

remove rogue gdb log file

master
cinnaboot 8 years ago
parent
commit
cc45f84144
  1. 745
      data/animated.block.dae
  2. 18
      src/.gdb_history
  3. 2
      src/renderer.h

745
data/animated.block.dae

@ -0,0 +1,745 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<asset>
<contributor>
<author>Blender User</author>
<authoring_tool>Blender 2.79.0 commit date:2018-05-26, commit time:21:51, hash:32432d91bbe</authoring_tool>
</contributor>
<created>2018-07-09T16:03:11</created>
<modified>2018-07-09T16:03:11</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_images/>
<library_geometries>
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<animation id="Cube_location_X">
<source id="Cube_location_X-input">
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<technique_common>
<accessor source="#Cube_location_X-input-array" count="2" stride="1">
<param name="TIME" type="float"/>
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<source id="Cube_location_X-output">
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<technique_common>
<accessor source="#Cube_location_X-output-array" count="2" stride="1">
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<source id="Cube_location_X-interpolation">
<Name_array id="Cube_location_X-interpolation-array" count="2">BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Cube_location_X-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
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<accessor source="#Cube_location_X-intangent-array" count="2" stride="2">
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<input semantic="INPUT" source="#Cube_location_X-input"/>
<input semantic="OUTPUT" source="#Cube_location_X-output"/>
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<input semantic="IN_TANGENT" source="#Cube_location_X-intangent"/>
<input semantic="OUT_TANGENT" source="#Cube_location_X-outtangent"/>
</sampler>
<channel source="#Cube_location_X-sampler" target="Cube/location.X"/>
</animation>
<animation id="Cube_location_Y">
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<Name_array id="Cube_location_Y-interpolation-array" count="2">BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Cube_location_Y-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/>
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<technique_common>
<accessor source="#Cube_location_Y-intangent-array" count="2" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
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<technique_common>
<accessor source="#Cube_location_Y-outtangent-array" count="2" stride="2">
<param name="X" type="float"/>
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<input semantic="OUTPUT" source="#Cube_location_Y-output"/>
<input semantic="INTERPOLATION" source="#Cube_location_Y-interpolation"/>
<input semantic="IN_TANGENT" source="#Cube_location_Y-intangent"/>
<input semantic="OUT_TANGENT" source="#Cube_location_Y-outtangent"/>
</sampler>
<channel source="#Cube_location_Y-sampler" target="Cube/location.Y"/>
</animation>
<animation id="Cube_location_Z">
<source id="Cube_location_Z-input">
<float_array id="Cube_location_Z-input-array" count="2">0.04166662 0.8333333</float_array>
<technique_common>
<accessor source="#Cube_location_Z-input-array" count="2" stride="1">
<param name="TIME" type="float"/>
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<param name="Z" type="float"/>
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<Name_array id="Cube_location_Z-interpolation-array" count="2">BEZIER BEZIER</Name_array>
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<param name="INTERPOLATION" type="name"/>
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<input semantic="IN_TANGENT" source="#Cube_location_Z-intangent"/>
<input semantic="OUT_TANGENT" source="#Cube_location_Z-outtangent"/>
</sampler>
<channel source="#Cube_location_Z-sampler" target="Cube/location.Z"/>
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<Name_array id="Cube_rotation_euler_X-interpolation-array" count="2">BEZIER BEZIER</Name_array>
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<param name="INTERPOLATION" type="name"/>
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<channel source="#Cube_rotation_euler_X-sampler" target="Cube/rotationX.ANGLE"/>
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<param name="ANGLE" type="float"/>
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<source id="Cube_rotation_euler_Y-interpolation">
<Name_array id="Cube_rotation_euler_Y-interpolation-array" count="2">BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Cube_rotation_euler_Y-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/>
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<float_array id="Cube_scale_X-outtangent-array" count="4">0.3507424 1 1.142409 1</float_array>
<technique_common>
<accessor source="#Cube_scale_X-outtangent-array" count="2" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Cube_scale_X-sampler">
<input semantic="INPUT" source="#Cube_scale_X-input"/>
<input semantic="OUTPUT" source="#Cube_scale_X-output"/>
<input semantic="INTERPOLATION" source="#Cube_scale_X-interpolation"/>
<input semantic="IN_TANGENT" source="#Cube_scale_X-intangent"/>
<input semantic="OUT_TANGENT" source="#Cube_scale_X-outtangent"/>
</sampler>
<channel source="#Cube_scale_X-sampler" target="Cube/scale.X"/>
</animation>
<animation id="Cube_scale_Y">
<source id="Cube_scale_Y-input">
<float_array id="Cube_scale_Y-input-array" count="2">0.04166662 0.8333333</float_array>
<technique_common>
<accessor source="#Cube_scale_Y-input-array" count="2" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Y-output">
<float_array id="Cube_scale_Y-output-array" count="2">1 1</float_array>
<technique_common>
<accessor source="#Cube_scale_Y-output-array" count="2" stride="1">
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Y-interpolation">
<Name_array id="Cube_scale_Y-interpolation-array" count="2">BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Cube_scale_Y-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Y-intangent">
<float_array id="Cube_scale_Y-intangent-array" count="4">-0.2674091 1 0.5242576 1</float_array>
<technique_common>
<accessor source="#Cube_scale_Y-intangent-array" count="2" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Y-outtangent">
<float_array id="Cube_scale_Y-outtangent-array" count="4">0.3507424 1 1.142409 1</float_array>
<technique_common>
<accessor source="#Cube_scale_Y-outtangent-array" count="2" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Cube_scale_Y-sampler">
<input semantic="INPUT" source="#Cube_scale_Y-input"/>
<input semantic="OUTPUT" source="#Cube_scale_Y-output"/>
<input semantic="INTERPOLATION" source="#Cube_scale_Y-interpolation"/>
<input semantic="IN_TANGENT" source="#Cube_scale_Y-intangent"/>
<input semantic="OUT_TANGENT" source="#Cube_scale_Y-outtangent"/>
</sampler>
<channel source="#Cube_scale_Y-sampler" target="Cube/scale.Y"/>
</animation>
<animation id="Cube_scale_Z">
<source id="Cube_scale_Z-input">
<float_array id="Cube_scale_Z-input-array" count="2">0.04166662 0.8333333</float_array>
<technique_common>
<accessor source="#Cube_scale_Z-input-array" count="2" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Z-output">
<float_array id="Cube_scale_Z-output-array" count="2">1 1</float_array>
<technique_common>
<accessor source="#Cube_scale_Z-output-array" count="2" stride="1">
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Z-interpolation">
<Name_array id="Cube_scale_Z-interpolation-array" count="2">BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Cube_scale_Z-interpolation-array" count="2" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Z-intangent">
<float_array id="Cube_scale_Z-intangent-array" count="4">-0.2674091 1 0.5242576 1</float_array>
<technique_common>
<accessor source="#Cube_scale_Z-intangent-array" count="2" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Cube_scale_Z-outtangent">
<float_array id="Cube_scale_Z-outtangent-array" count="4">0.3507424 1 1.142409 1</float_array>
<technique_common>
<accessor source="#Cube_scale_Z-outtangent-array" count="2" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Cube_scale_Z-sampler">
<input semantic="INPUT" source="#Cube_scale_Z-input"/>
<input semantic="OUTPUT" source="#Cube_scale_Z-output"/>
<input semantic="INTERPOLATION" source="#Cube_scale_Z-interpolation"/>
<input semantic="IN_TANGENT" source="#Cube_scale_Z-intangent"/>
<input semantic="OUT_TANGENT" source="#Cube_scale_Z-outtangent"/>
</sampler>
<channel source="#Cube_scale_Z-sampler" target="Cube/scale.Z"/>
</animation>
<animation id="Armature_Bone_pose_matrix">
<source id="Armature_Bone_pose_matrix-input">
<float_array id="Armature_Bone_pose_matrix-input-array" count="3">0.04166662 0.8333333 1.666667</float_array>
<technique_common>
<accessor source="#Armature_Bone_pose_matrix-input-array" count="3" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_pose_matrix-output">
<float_array id="Armature_Bone_pose_matrix-output-array" count="48">1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1 1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1 1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#Armature_Bone_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_pose_matrix-interpolation">
<Name_array id="Armature_Bone_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Bone_pose_matrix-interpolation-array" count="3" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_Bone_pose_matrix-sampler">
<input semantic="INPUT" source="#Armature_Bone_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Bone_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Bone_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Bone_pose_matrix-sampler" target="Armature_Bone/transform"/>
</animation>
<animation id="Armature_Bone_002_pose_matrix">
<source id="Armature_Bone_002_pose_matrix-input">
<float_array id="Armature_Bone_002_pose_matrix-input-array" count="3">0.04166662 0.8333333 1.666667</float_array>
<technique_common>
<accessor source="#Armature_Bone_002_pose_matrix-input-array" count="3" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_002_pose_matrix-output">
<float_array id="Armature_Bone_002_pose_matrix-output-array" count="48">1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1 1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1 1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#Armature_Bone_002_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_002_pose_matrix-interpolation">
<Name_array id="Armature_Bone_002_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Bone_002_pose_matrix-interpolation-array" count="3" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_Bone_002_pose_matrix-sampler">
<input semantic="INPUT" source="#Armature_Bone_002_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Bone_002_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Bone_002_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Bone_002_pose_matrix-sampler" target="Armature_Bone_002/transform"/>
</animation>
<animation id="Armature_Bone_001_pose_matrix">
<source id="Armature_Bone_001_pose_matrix-input">
<float_array id="Armature_Bone_001_pose_matrix-input-array" count="3">0.04166662 0.8333333 1.666667</float_array>
<technique_common>
<accessor source="#Armature_Bone_001_pose_matrix-input-array" count="3" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_001_pose_matrix-output">
<float_array id="Armature_Bone_001_pose_matrix-output-array" count="48">1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1 0.5406476 0.3529544 -0.1763822 0 -0.2424221 0.8341969 -0.2256688 0.5 0.04301937 0.2650852 0.9450057 0 0 0 0 1 1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#Armature_Bone_001_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_001_pose_matrix-interpolation">
<Name_array id="Armature_Bone_001_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Bone_001_pose_matrix-interpolation-array" count="3" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_Bone_001_pose_matrix-sampler">
<input semantic="INPUT" source="#Armature_Bone_001_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Bone_001_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Bone_001_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Bone_001_pose_matrix-sampler" target="Armature_Bone_001/transform"/>
</animation>
<animation id="Armature_Bone_003_pose_matrix">
<source id="Armature_Bone_003_pose_matrix-input">
<float_array id="Armature_Bone_003_pose_matrix-input-array" count="3">0.04166662 0.8333333 1.666667</float_array>
<technique_common>
<accessor source="#Armature_Bone_003_pose_matrix-input-array" count="3" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_003_pose_matrix-output">
<float_array id="Armature_Bone_003_pose_matrix-output-array" count="48">1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1 1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1 1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#Armature_Bone_003_pose_matrix-output-array" count="3" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Bone_003_pose_matrix-interpolation">
<Name_array id="Armature_Bone_003_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Bone_003_pose_matrix-interpolation-array" count="3" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_Bone_003_pose_matrix-sampler">
<input semantic="INPUT" source="#Armature_Bone_003_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Bone_003_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Bone_003_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Bone_003_pose_matrix-sampler" target="Armature_Bone_003/transform"/>
</animation>
</library_animations>
<library_controllers>
<controller id="Armature_Cube-skin" name="Armature">
<skin source="#Cube_002-mesh">
<bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
<source id="Armature_Cube-skin-joints">
<Name_array id="Armature_Cube-skin-joints-array" count="4">Bone Bone_002 Bone_001 Bone_003</Name_array>
<technique_common>
<accessor source="#Armature_Cube-skin-joints-array" count="4" stride="1">
<param name="JOINT" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Cube-skin-bind_poses">
<float_array id="Armature_Cube-skin-bind_poses-array" count="64">1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1 1 0 0 0 0 0 1 -0.5 0 -1 0 0 0 0 0 1 1 0 0 0 0 0 1 -1 0 -1 0 0 0 0 0 1 1 0 0 0 0 0 1 -1.5 0 -1 0 0 0 0 0 1</float_array>
<technique_common>
<accessor source="#Armature_Cube-skin-bind_poses-array" count="4" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Cube-skin-weights">
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<technique_common>
<accessor source="#Armature_Cube-skin-weights-array" count="338" stride="1">
<param name="WEIGHT" type="float"/>
</accessor>
</technique_common>
</source>
<joints>
<input semantic="JOINT" source="#Armature_Cube-skin-joints"/>
<input semantic="INV_BIND_MATRIX" source="#Armature_Cube-skin-bind_poses"/>
</joints>
<vertex_weights count="98">
<input semantic="JOINT" source="#Armature_Cube-skin-joints" offset="0"/>
<input semantic="WEIGHT" source="#Armature_Cube-skin-weights" offset="1"/>
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</vertex_weights>
</skin>
</controller>
</library_controllers>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Armature" name="Armature" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<node id="Armature_Bone" name="Bone" sid="Bone" type="JOINT">
<matrix sid="transform">1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1</matrix>
<node id="Armature_Bone_002" name="Bone.002" sid="Bone_002" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1</matrix>
<node id="Armature_Bone_001" name="Bone.001" sid="Bone_001" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1</matrix>
<node id="Armature_Bone_003" name="Bone.003" sid="Bone_003" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 0.5 0 0 1 0 0 0 0 1</matrix>
<extra>
<technique profile="blender">
<connect sid="connect" type="bool">1</connect>
<layer sid="layer" type="string">0</layer>
<tip_x sid="tip_x" type="float">0</tip_x>
<tip_y sid="tip_y" type="float">0</tip_y>
<tip_z sid="tip_z" type="float">0.5</tip_z>
</technique>
</extra>
</node>
<extra>
<technique profile="blender">
<connect sid="connect" type="bool">1</connect>
<layer sid="layer" type="string">0</layer>
</technique>
</extra>
</node>
<extra>
<technique profile="blender">
<connect sid="connect" type="bool">1</connect>
<layer sid="layer" type="string">0</layer>
</technique>
</extra>
</node>
<extra>
<technique profile="blender">
<layer sid="layer" type="string">0</layer>
</technique>
</extra>
</node>
</node>
<node id="Cube" name="Cube" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<instance_controller url="#Armature_Cube-skin">
<skeleton>#Armature_Bone</skeleton>
</instance_controller>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>

18
src/.gdb_history

@ -1,18 +0,0 @@
new-ui mi /dev/pts/4
break moveCamera
k
q
new-ui mi /dev/pts/6
break moveCamera(bool, bool, bool, bool)
r
c
n
c
n
delete
set confirm off
break rotateCamera(int, int)
r
n
k
q

2
src/renderer.h

@ -451,7 +451,7 @@ createScene(std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count)
// TODO: Testing Entities/assimp model loading
g_entity_render_group.entity = &entities[0];
entities[0].model_transform = glm::scale(glm::mat4(1), glm::vec3(10, 10, 10));
entities[0].model_transform = glm::scale(glm::mat4(1), glm::vec3(100, 100, 100));
uint entity_buf_len = entities[0].num_vertices * 3;
GLfloat* entity_buf = (GLfloat*) std::calloc(entity_buf_len, sizeof(GLfloat));

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