have fixed screen texture
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@ -180,7 +180,7 @@ void GameObjectManager::initialize() {
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lock.activeObjectMeshMutable.RefreshVBO();
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lock.objectPos = Vector3f{ 101, 100, 255 };
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lock.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material.001_Base_color_1001_5.bmp"));
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lock.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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lock.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./hand.bmp32"));
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lock.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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lock.activeObjectScreenMeshMutable.AssignFrom(lock.activeObjectScreenMesh);
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lock.activeObjectScreenMeshMutable.RefreshVBO();
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@ -199,7 +199,7 @@ void GameObjectManager::initialize() {
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door.activeObjectMeshMutable.RefreshVBO();
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door.objectPos = Vector3f{ -372, 10, 80 };
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door.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material.001_Base_color_1001_5.bmp"));
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door.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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door.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./hand.bmp32"));
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door.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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door.activeObjectScreenMeshMutable.AssignFrom(door.activeObjectScreenMesh);
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door.activeObjectScreenMeshMutable.RefreshVBO();
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