Fade in/out should now work with models and sprites

This commit is contained in:
Tleety
2016-03-13 02:03:49 +01:00
parent 13f44c2086
commit bbe61f300c
11 changed files with 71 additions and 45 deletions
+2 -1
View File
@@ -41,7 +41,7 @@
#include "Game/Systems/ServerListSystem.h"
#include "Game/Systems/StartSystem.h"
#include "Game/Systems/EndScreenSystem.h"
#include "Game/Systems/FadeOutSystem.h"
#include "Game/Systems/FadeSystem.h"
#include "Rendering/TextureSprite.h"
@@ -160,6 +160,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<ServerListSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<EndScreenSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<FadeSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");