Graphics: Use memory pools for render elements
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@@ -8,6 +8,7 @@
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#define NAZARA_GRAPHICS_SYSTEMS_RENDERSYSTEM_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/ElementRendererRegistry.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/Components/GraphicsComponent.hpp>
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#include <Nazara/Graphics/Components/LightComponent.hpp>
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@@ -132,6 +133,7 @@ namespace Nz
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std::unordered_set<LightEntity*> m_newlyHiddenLightEntities;
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std::unordered_set<LightEntity*> m_newlyVisibleLightEntities;
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std::vector<std::unique_ptr<RenderWindow>> m_renderWindows;
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ElementRendererRegistry m_elementRegistry;
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MemoryPool<CameraEntity> m_cameraEntityPool;
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MemoryPool<GraphicsEntity> m_graphicsEntityPool;
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MemoryPool<LightEntity> m_lightEntityPool;
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