tried making naming more uniform and implemented most of the opengl managers
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@@ -74,7 +74,7 @@ std::optional<mesh_batch_renderer::id_type> mesh_batch_renderer::add(
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if (
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(
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requirement.vertex_requirements != components::mesh_vertex::flags::none and
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requirement.vertex_requirements != mesh_vertex_components::flags::none and
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(vertex_comps & requirement.vertex_requirements) == requirement.vertex_requirements
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)
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and
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@@ -271,7 +271,7 @@ void mesh_batch_renderer::render(
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const auto [ vertex_components, material_components ] = batch_components;
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const auto textured = (
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(vertex_components & components::mesh_vertex::flags::tex_coord) != components::mesh_vertex::flags::none
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(vertex_components & mesh_vertex_components::flags::tex_coord) != mesh_vertex_components::flags::none
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and (material_components & material_component::flags::texture) != material_component::flags::none
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);
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@@ -60,7 +60,7 @@ std::optional<point_cloud_batch_renderer::id_type> point_cloud_batch_renderer::a
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const auto& requirement = requirements::point_cloud::all[i];
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if (
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(vertex_comps & requirement.vertex_requirements) != components::point_cloud_vertex::flags::none
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(vertex_comps & requirement.vertex_requirements) != point_cloud_vertex_components::flags::none
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) {
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base_requirements |= requirements::point_cloud::flags{ 1 << i };
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}
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@@ -208,7 +208,7 @@ void point_cloud_batch_renderer::render(
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const auto& [ batch, vertex_components ] = m_batches[i];
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const auto normals = static_cast<bool>(vertex_components & components::point_cloud_vertex::flags::normal);
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const auto normals = static_cast<bool>(vertex_components & point_cloud_vertex_components::flags::normal);
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const auto& shader_program = m_shader_programs[i * m_render_mode_count + render_mode_index];
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