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Implement Metal fluid plane tessellation shader
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@@ -120,12 +120,11 @@ void ViewManager::TestGameView::think()
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}
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overlayText += hecl::Format("Area AssetId: 0x%08X, Total Objects: %i, Total Layers: %i, Total Active Layers: %i\n"
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"Active Layer bits: %s\n",
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g_StateManager->WorldNC()->GetArea(aId)->GetAreaAssetId().Value(),
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(unsigned int)g_StateManager->WorldNC()->GetArea(aId)->GetAreaAssetId().Value(),
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g_StateManager->GetAllObjectList().size(), layerStates->GetAreaLayerCount(aId),
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totalActive, layerBits.c_str());
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}
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if (!overlayText.empty())
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m_debugText->typesetGlyphs(overlayText);
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}
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