Integrates components into the update and render loop.

This commit is contained in:
Areloch 2016-05-14 12:40:13 -05:00
parent fa78a2f354
commit b3b50abd9b
3 changed files with 46 additions and 1 deletions

View file

@ -26,7 +26,8 @@
#include "renderInstance/renderPassManager.h"
#include "math/util/matrixSet.h"
#include "T3D/Components/render/renderComponentInterface.h"
#include "T3D/Components/Component.h"
//-----------------------------------------------------------------------------
@ -104,6 +105,17 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
SceneObject* object = objects[ i ];
object->prepRenderImage( this );
}
U32 interfaceCount = RenderComponentInterface::all.size();
for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
{
Component* comp = dynamic_cast<Component*>(RenderComponentInterface::all[i]);
if (comp->isClientObject() && comp->isActive())
{
RenderComponentInterface::all[i]->prepRenderImage(this);
}
}
PROFILE_END();
// Render what the objects have batched.