Gamma correction corrected....
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@@ -1115,7 +1115,7 @@ create_backend_render_target :: (using backend: *D3D11_Backend, width: u32, heig
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texture_desc.Height = height;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = .DXGI_FORMAT_R32G32B32A32_FLOAT; // @Incomplete
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texture_desc.Format = .DXGI_FORMAT_R16G16B16A16_FLOAT; // @Incomplete
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texture_desc.SampleDesc.Count = 1;
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texture_desc.Usage = .D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_FLAG.RENDER_TARGET | D3D11_BIND_FLAG.SHADER_RESOURCE;
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@@ -64,6 +64,8 @@ render_trigger_lines :: () {
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#if PHYSICS {
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for e: engine.current_scene.entities {
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if e.physics.type == .BOX {
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if !e.physics.render_collider continue;
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color := Color.{0,0,1,1};//e.collider.aabb_color;
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aabb := AABB.{-e.physics.box.half_extent, e.physics.box.half_extent};
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