Ensure that inclusion of any entity/component stuff is properly bracketed with the preprocessor check.

This commit is contained in:
Areloch 2016-05-15 10:11:46 -05:00
parent 749ac4efc2
commit b04ad52b5d
7 changed files with 75 additions and 6 deletions

View file

@ -26,8 +26,10 @@
#include "renderInstance/renderPassManager.h"
#include "math/util/matrixSet.h"
#ifdef TORQUE_EXPERIMENTAL_EC
#include "T3D/Components/render/renderComponentInterface.h"
#include "T3D/Components/Component.h"
#endif
//-----------------------------------------------------------------------------
@ -106,6 +108,7 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
object->prepRenderImage( this );
}
#ifdef TORQUE_EXPERIMENTAL_EC
U32 interfaceCount = RenderComponentInterface::all.size();
for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
{
@ -116,6 +119,8 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
RenderComponentInterface::all[i]->prepRenderImage(this);
}
}
#endif
PROFILE_END();
// Render what the objects have batched.