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(