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Add comment for future work
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@ -5534,6 +5534,9 @@ void Application::update(float deltaTime) {
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_myCamera.loadViewFrustum(_viewFrustum);
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// TODO: Fix this by modeling the way the secondary camera works on how the main camera works
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// ie. Use a camera object stored in the game logic and informs the Engine on where the secondary
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// camera should be.
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auto renderConfig = _renderEngine->getConfiguration();
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assert(renderConfig);
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auto secondaryCamera = dynamic_cast<SecondaryCameraJobConfig*>(renderConfig->getConfig("SecondaryCamera"));
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