#include <msp/gl/sequencebuilder.h>
#include <msp/gl/pointlight.h>
#include <msp/gl/renderer.h>
#include <msp/gl/sequencebuilder.h>
#include <msp/gl/pointlight.h>
#include <msp/gl/renderer.h>
#include <msp/input/keys.h>
#include <msp/time/utils.h>
#include "desertpillars.h"
#include <msp/input/keys.h>
#include <msp/time/utils.h>
#include "desertpillars.h"
DesertPillars::DesertPillars(int, char **):
window(display, opts.wnd_opts),
DesertPillars::DesertPillars(int, char **):
window(display, opts.wnd_opts),
camera(resources.get<GL::Camera>("Camera.camera")),
lighting(resources.get<GL::Lighting>("Desert.lightn")),
sphere(resources.get<GL::Object>("Sphere.object")),
camera(resources.get<GL::Camera>("Camera.camera")),
lighting(resources.get<GL::Lighting>("Desert.lightn")),
sphere(resources.get<GL::Object>("Sphere.object")),
{
FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
source.add_directory(base_dir);
source.add_directory(base_dir/"textures");
source.add_directory(base_dir/"exported");
add_source(source);
{
FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
source.add_directory(base_dir);
source.add_directory(base_dir/"textures");
source.add_directory(base_dir/"exported");
add_source(source);