make it green
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@@ -129,11 +129,11 @@ struct DebugGraphicsModel{
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model_buf:wgpu::Buffer,
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}
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impl DebugGraphicsModel{
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fn new(device:&wgpu::Device,layout:&wgpu::BindGroupLayout,model:&model::Model,model_id:usize)->Self{
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fn new(device:&wgpu::Device,layout:&wgpu::BindGroupLayout,model:&model::Model,model_id:usize,color:glam::Vec4)->Self{
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let model_uniforms=get_instances_buffer_data(&[GraphicsModelOwned{
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transform:model.transform.into(),
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normal_transform:glam::Mat3::from_cols_array_2d(&model.transform.matrix3.to_array().map(|row|row.map(Into::into))).inverse().transpose(),
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color:GraphicsModelColor4::new(glam::vec4(1.0,0.0,0.0,0.2)),
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color:GraphicsModelColor4::new(color),
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}]);
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let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some(format!("Debug Model{} Buf",model_id).as_str()),
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@@ -313,7 +313,7 @@ impl GraphicsState{
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//generate debug models, only one will be rendered at a time
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self.debug_models=map.models.iter().enumerate().map(|(model_id,model)|{
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DebugGraphicsModel::new(device,&self.bind_group_layouts.debug_model,model,model_id)
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DebugGraphicsModel::new(device,&self.bind_group_layouts.debug_model,model,model_id,glam::vec4(1.0,0.0,0.0,0.2))
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}).collect();
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//generate texture view per texture
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@@ -1144,7 +1144,7 @@ impl GraphicsState{
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attributes:strafesnet_common::gameplay_attributes::CollisionAttributesId::new(0),
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color:glam::Vec4::new(0.0,0.0,1.0,0.2),
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transform:strafesnet_common::integer::Planar64Affine3::IDENTITY,
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},u32::MAX as usize);
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},u32::MAX as usize,glam::vec4(0.0,1.0,0.0,0.2));
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Self{
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pipelines:GraphicsPipelines{
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