diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h index 62235b33..a88530e7 100644 --- a/include/Engine/Rendering/ModelJob.h +++ b/include/Engine/Rendering/ModelJob.h @@ -12,6 +12,7 @@ #include "../Core/ResourceManager.h" #include "Camera.h" #include "../Core/World.h" +#include "../Core/Transform.h" struct ModelJob : RenderJob { diff --git a/resources/Schema/Entities/EditorTestWorld.xml b/resources/Schema/Entities/EditorTestWorld.xml index a482cf1b..733e643b 100755 --- a/resources/Schema/Entities/EditorTestWorld.xml +++ b/resources/Schema/Entities/EditorTestWorld.xml @@ -48,8 +48,8 @@ - - + + @@ -61,8 +61,8 @@ Models/DirectionalLightWidget.obj - - + + @@ -83,7 +83,7 @@ Models/SecondaryWeapon4.fbx - + diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index a642e667..8c30adfd 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -147,10 +147,10 @@ void Renderer::InitializeTextures() } -void Renderer::SortRenderJobsByDepth(RenderScene *scene) +void Renderer::SortRenderJobsByDepth(RenderScene &scene) { //Sort all forward jobs so transparency is good. - scene->ForwardJobs.sort(Renderer::DepthSort); + scene.ForwardJobs.sort(Renderer::DepthSort); } void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index eb0e6b3f..1985d9dc 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -29,7 +29,7 @@ Game::Game(int argc, char* argv[]) // Create the renderer - m_Renderer = new Renderer(m_EventBroker, m_World); + m_Renderer = new Renderer(m_EventBroker); m_Renderer->SetFullscreen(m_Config->Get("Video.Fullscreen", false)); m_Renderer->SetVSYNC(m_Config->Get("Video.VSYNC", false)); m_Renderer->SetResolution(Rectangle::Rectangle(