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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-23 17:35:48 +0000
committerDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-23 17:35:48 +0000
commit89b8ffa013c10db57be14fbdd59757c08c243e18 (patch)
treee753cc920e37e72bec6a7ae391edcf25940f2db3 /ui/gameMainWindow.h
parentSimplified Frustum (diff)
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Tidy the preFrame logic into a single function in SceneRenderer
Clients now just call that one helper and SceneProvider passes in all the renderables.
Diffstat (limited to 'ui/gameMainWindow.h')
-rw-r--r--ui/gameMainWindow.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h
index 71b6314..015bb2b 100644
--- a/ui/gameMainWindow.h
+++ b/ui/gameMainWindow.h
@@ -14,6 +14,7 @@ public:
private:
bool handleInput(const SDL_Event &) override;
+ void forEachRenderable(const RenderableProcessor & func) const override;
void content(const SceneShader &, const Frustum &) const override;
void environment(const SceneShader &, const SceneRenderer &) const override;
void lights(const SceneShader &) const override;