Turned mesh
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@@ -18,12 +18,14 @@ void DarkRP2D::create () {
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assets->loadShader("bitmapvert.shader","bitmapfrag.shader",nullptr,"bitmapShader");
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assets->loadShader("bitmapvert.shader","bitmapfrag.shader",nullptr,"bitmapShader");
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std::vector<Vertex2D> vertices({
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std::vector<Vertex2D> vertices({
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Vertex2D{glm::vec2(-0.5f,-0.5f), glm::vec2(0.0f,0.0f)},
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Vertex2D{glm::vec2(-0.5f,-0.5f), glm::vec2(0.0f,1.0f)},
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Vertex2D{glm::vec2(0.5f,-0.5f), glm::vec2(1.0f,0.0f)},
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Vertex2D{glm::vec2(0.5f,-0.5f), glm::vec2(1.0f,1.0f)},
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Vertex2D{glm::vec2(0.0f,0.5f), glm::vec2(0.5f,1.0f)}
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Vertex2D{glm::vec2(0.5f,0.5f), glm::vec2(1.0f,0.0f)},
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Vertex2D{glm::vec2(-0.5f,0.5f), glm::vec2(0.0f,0.0f)}
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});
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});
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std::vector<unsigned int> indices({
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std::vector<unsigned int> indices({
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0,1,2,0
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0,1,3,
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1,2,3
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});
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});
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obj = new Mesh(vertices,indices,assets->getTexture("police_officer"));
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obj = new Mesh(vertices,indices,assets->getTexture("police_officer"));
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