fx: cleanup
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@@ -190,9 +190,6 @@ struct SceneDef {
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pub max_depth: u32,
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pub max_depth: u32,
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}
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}
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// TODO (low priority): rn textures are tightly coupled to materials; what if we want different
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// materials to share a texture? apply the same technique we used for decoupling materials/objects
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// on textures/materials.
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impl<'de> Deserialize<'de> for Scene {
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impl<'de> Deserialize<'de> for Scene {
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fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
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fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
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where
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where
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