refactor: state into namespace
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		| @@ -13,15 +13,15 @@ void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer, | ||||
| void Mesh::draw() | ||||
| { | ||||
| 	// Calculate MVP matrix | ||||
| 	glm::mat4 mvp = State::projection_matrix_ * State::view_matrix_ | ||||
| 	    * State::model_matrix_; | ||||
| 	glm::mat4 mvp = state::projection_matrix * state::view_matrix | ||||
| 	    * state::model_matrix; | ||||
|  | ||||
| 	// Draw each buffer with its shader | ||||
| 	for (size_t i = 0; i < buffers_.size(); ++i) { | ||||
| 		// Use buffer's shader if available, otherwise use default | ||||
| 		// shader | ||||
| 		std::shared_ptr<Shader> shader = | ||||
| 		    shaders_[i] ? shaders_[i] : State::default_shader_; | ||||
| 		    shaders_[i] ? shaders_[i] : state::default_shader; | ||||
|  | ||||
| 		if (shader) { | ||||
| 			shader->use(); | ||||
|   | ||||
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