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class ReadShaderStorageBufferDataCallback : public osg::Drawable::DrawCallback | |
{ | |
public: | |
ReadShaderBufferDataCallback(osg::BufferObject& bufferObject) | |
: _bufferObject(&bufferObject) | |
{} | |
virtual void drawImplementation(osg::RenderInfo& renderInfo, const osg::Drawable* runnable) const | |
{ | |
// std::cout << "ReadShaderBufferDataCalback executed." << std::endl << std::flush; |
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// Many thanks to Adric Worley and hyperdr1ve on answers.unrealengine.com | |
// https://answers.unrealengine.com/questions/303577/automation-testing-on-binary-engine-is-broken.html | |
// Awesome! | |
UWorld* GetWorld() | |
{ | |
if (GEngine) | |
{ | |
if (FWorldContext* World = GEngine->GetWorldContextFromPIEInstance(0)) | |
{ |
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#include "statemachine.hpp" | |
#include <iostream> | |
StateMachine::StateMachine() | |
: nextStateId(1), | |
nextActionId(1) | |
{ | |
} |
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#include <iostream> | |
#include "statemachine.hpp" | |
using namespace std; | |
int main() | |
{ | |
cout << "State machine" << endl; |