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adding depth buffer, ci skip
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@@ -40,5 +40,12 @@ namespace mlx
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Verify((bool)texture, "Sprite: invalid texture");
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p_mesh = CreateQuad(0, 0, texture->GetWidth(), texture->GetHeight());
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p_texture = texture;
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func::function<void(const EventBase&)> functor = [this](const EventBase& event)
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{
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if(event.What() == Event::DescriptorPoolResetEventCode)
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m_set.Reallocate();
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};
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EventBus::RegisterListener({ functor, "__Sprite" + std::to_string(reinterpret_cast<std::uintptr_t>(this)) });
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}
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}
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