@@ -262,9 +262,9 @@ void ForwardPass::setup_shader_passes() {
262262void ForwardPass::render (Graphics::Frame& currentFrame, Scene* const scene, uint32_t presentImageIndex) {
263263 PROFILING_EVENT ()
264264
265- CommandBuffer* cmd = currentFrame.commandBuffer ;
266- cmd-> begin_renderpass (m_handle, m_framebuffers[presentImageIndex]);
267- cmd-> set_viewport (m_handle.extent );
265+ CommandBuffer cmd = currentFrame.commandBuffer ;
266+ cmd. begin_renderpass (m_handle, m_framebuffers[presentImageIndex]);
267+ cmd. set_viewport (m_handle.extent );
268268
269269 if (scene->get_active_camera () && scene->get_active_camera ()->is_active ())
270270 {
@@ -288,29 +288,29 @@ void ForwardPass::render(Graphics::Frame& currentFrame, Scene* const scene, uint
288288 Geometry* g = m->get_geometry (i);
289289 IMaterial* mat = m->get_material (g->get_material_ID ());
290290
291- cmd-> set_depth_test_enable (mat->get_parameters ().depthTest );
292- cmd-> set_depth_write_enable (mat->get_parameters ().depthWrite );
293- cmd-> set_cull_mode (mat->get_parameters ().faceCulling ? mat->get_parameters ().culling
291+ cmd. set_depth_test_enable (mat->get_parameters ().depthTest );
292+ cmd. set_depth_write_enable (mat->get_parameters ().depthWrite );
293+ cmd. set_cull_mode (mat->get_parameters ().faceCulling ? mat->get_parameters ().culling
294294 : CullingMode::NO_CULLING);
295295
296296 ShaderPass* shaderPass = m_shaderPasses[mat->get_shaderpass_ID ()];
297297
298298 // Bind pipeline
299- cmd-> bind_shaderpass (*shaderPass);
299+ cmd. bind_shaderpass (*shaderPass);
300300 // GLOBAL LAYOUT BINDING
301- cmd-> bind_descriptor_set (
301+ cmd. bind_descriptor_set (
302302 m_descriptors[currentFrame.index ].globalDescritor , 0 , *shaderPass, {0 , 0 });
303303 // PER OBJECT LAYOUT BINDING
304- cmd-> bind_descriptor_set (m_descriptors[currentFrame.index ].objectDescritor ,
304+ cmd. bind_descriptor_set (m_descriptors[currentFrame.index ].objectDescritor ,
305305 1 ,
306306 *shaderPass,
307307 {objectOffset, objectOffset});
308308 // TEXTURE LAYOUT BINDING
309309 if (shaderPass->settings .descriptorSetLayoutIDs [DescriptorLayoutType::OBJECT_TEXTURE_LAYOUT])
310- cmd-> bind_descriptor_set (mat->get_texture_descriptor (), 2 , *shaderPass);
310+ cmd. bind_descriptor_set (mat->get_texture_descriptor (), 2 , *shaderPass);
311311
312312 // DRAW
313- cmd-> draw_geometry (*get_VAO (g));
313+ cmd. draw_geometry (*get_VAO (g));
314314 }
315315 }
316316 }
@@ -322,28 +322,28 @@ void ForwardPass::render(Graphics::Frame& currentFrame, Scene* const scene, uint
322322 if (scene->get_skybox ()->is_active ())
323323 {
324324
325- cmd-> set_depth_test_enable (true );
326- cmd-> set_depth_write_enable (true );
327- cmd-> set_cull_mode (CullingMode::NO_CULLING);
325+ cmd. set_depth_test_enable (true );
326+ cmd. set_depth_write_enable (true );
327+ cmd. set_cull_mode (CullingMode::NO_CULLING);
328328
329329 ShaderPass* shaderPass = m_shaderPasses[" skybox" ];
330330
331331 // Bind pipeline
332- cmd-> bind_shaderpass (*shaderPass);
332+ cmd. bind_shaderpass (*shaderPass);
333333
334334 // GLOBAL LAYOUT BINDING
335- cmd-> bind_descriptor_set (m_descriptors[currentFrame.index ].globalDescritor , 0 , *shaderPass, {0 , 0 });
335+ cmd. bind_descriptor_set (m_descriptors[currentFrame.index ].globalDescritor , 0 , *shaderPass, {0 , 0 });
336336
337- cmd-> draw_geometry (*get_VAO (scene->get_skybox ()->get_box ()));
337+ cmd. draw_geometry (*get_VAO (scene->get_skybox ()->get_box ()));
338338 }
339339 }
340340 }
341341
342342 // Draw gui contents
343343 if (m_isDefault && Frame::guiEnabled)
344- cmd-> draw_gui_data ();
344+ cmd. draw_gui_data ();
345345
346- cmd-> end_renderpass ();
346+ cmd. end_renderpass ();
347347}
348348
349349void ForwardPass::update_uniforms (uint32_t frameIndex, Scene* const scene) {
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