Sprites are now rendered on unitQuads instead of ScreenQuads

This commit is contained in:
tleety
2015-09-10 17:45:26 +02:00
parent 54bed28327
commit 58931e29b3
3 changed files with 13 additions and 15 deletions
+7 -7
View File
@@ -63,13 +63,13 @@ public:
m_World->ComponentFactory.Register<Components::Template>();
m_World->Initialize();
// {
// auto ent = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
// transform->Position = glm::vec3(0.f, 0.f, -10.f);
// auto sprite = m_World->AddComponent<Components::Sprite>(ent);
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
// }
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
}
m_LastTime = glfwGetTime();
}