Fixed bug where render queue wouldn't get cleared if the world wasn't running

This commit is contained in:
2015-09-25 03:23:42 +02:00
parent c0f77dd32a
commit 186e06bc22
+1 -3
View File
@@ -341,6 +341,7 @@ public:
m_EventBroker->Process<GUI::Frame>();
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<Systems::TransformSystem>();
m_RendererQueue.Clear();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;