Since destroying the DynamicMeshSource triggers the destruction of the
MeshRenderer, it's important that the former is destroyed first or there
will be an invalid access to an already destroyed Owned handle.
struct RenderedEntity
{
Game::Handle<Game::Entity> entity;
- Game::Owned<DynamicMeshSource> generated_mesh;
Game::Owned<MeshRenderer> mesh_renderer;
+ Game::Owned<DynamicMeshSource> generated_mesh;
Game::Owned<LightEmitter> light_emitter;
RenderedEntity(Game::Handle<Game::Entity>);