Some refactoring in multithreading.
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@@ -1,8 +1,8 @@
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#include "Entity.h"
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#include "VertexArray.h"
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#include "Mesh.h"
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#include "ShaderProgram.h"
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#include "Model.h"
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#include "ShaderProgram.h"
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#include "VertexArray.h"
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -11,8 +11,7 @@ uint32_t Entity::s_idCounter = 0;
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Entity::Entity(const std::string &name, Model *model, ShaderProgram *shaderProgram)
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: m_uniqueName(name), m_model(model), m_shaderProgram(shaderProgram), m_id(s_idCounter++)
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{
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}
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{}
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void Entity::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
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{
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