refactor textures access
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@@ -376,13 +376,12 @@ void WorldRenderer::renderHands(const Camera& camera, const Assets& assets) {
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matrix = matrix * glm::translate(glm::mat4(1.0f), offset);
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// render
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texture_names_map map = {};
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modelBatch->setLightsOffset(camera.position);
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modelBatch->draw(
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matrix,
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glm::vec3(1.0f),
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assets.get<model::Model>(def.modelName),
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&map
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nullptr
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);
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Window::clearDepth();
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setupWorldShader(entityShader, hudcam, engine->getSettings(), 0.0f);
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