Working on visibility pass
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@@ -14,10 +14,10 @@ MeshUpdater::~MeshUpdater()
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{
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}
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void MeshUpdater::update(Component::Transform& transform, Component::Mesh& comp)
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void MeshUpdater::update(entt::entity id, Component::Transform& transform, Component::Mesh& comp)
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{
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for (auto& mesh : comp.asset->meshes)
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for (uint32 i = 0; i < comp.asset->meshes.size(); ++i)
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{
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mesh->vertexData->updateMesh(mesh, transform);
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comp.asset->meshes[i]->vertexData->updateMesh(id, i, comp.asset->meshes[i], transform);
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}
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}
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