From 186e06bc228927b31ca10119a855dba962ca18cd Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Fri, 25 Sep 2015 03:23:42 +0200 Subject: [PATCH] Fixed bug where render queue wouldn't get cleared if the world wasn't running --- include/Core/Engine.h | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/include/Core/Engine.h b/include/Core/Engine.h index 1a0932e..3aecd0e 100644 --- a/include/Core/Engine.h +++ b/include/Core/Engine.h @@ -341,6 +341,7 @@ public: m_EventBroker->Process(); m_FrameStack->UpdateLayered(dt); + m_RendererQueue.Clear(); m_FrameStack->DrawLayered(m_RendererQueue); //TODO Fill up the renderQueue with models (Temp fix) if (m_GameIsRunning) { @@ -364,12 +365,9 @@ public: //TODO: Get this out of engine.h void TEMPAddToRenderQueue() { - if (!m_TransformSystem) m_TransformSystem = m_World->GetSystem(); - m_RendererQueue.Clear(); - for (auto &pair : *m_World->GetEntities()) { EntityID entity = pair.first;