gl_camera.set_depth_clip(active_camera->get_near_clip(), active_camera->get_far_clip());
}
- for(const RenderedEntity &e: entities)
- {
- if(e.mesh_renderer)
- e.mesh_renderer->update_matrix();
- if(e.light_emitter)
- e.light_emitter->update_matrix();
- }
+ stage.iterate_objects<MeshRenderer>([](MeshRenderer &m){ m.update_matrix(); });
+ stage.iterate_objects<LightEmitter>([](LightEmitter &e){ e.update_matrix(); });
view.render();
}