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| author | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2026-02-23 17:35:48 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2026-02-23 17:35:48 +0000 |
| commit | 89b8ffa013c10db57be14fbdd59757c08c243e18 (patch) | |
| tree | e753cc920e37e72bec6a7ae391edcf25940f2db3 /ui/gameMainWindow.h | |
| parent | Simplified Frustum (diff) | |
| download | ilt-89b8ffa013c10db57be14fbdd59757c08c243e18.tar.bz2 ilt-89b8ffa013c10db57be14fbdd59757c08c243e18.tar.xz ilt-89b8ffa013c10db57be14fbdd59757c08c243e18.zip | |
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.h | 1 |
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; |
