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- void RenderSystem::update(float delta, std::vector<std::unique_ptr<Entity>> &entities)
- {
- delta = 0;
- for (auto i = entities.begin(); i != entities.end(); ++i) {
- if (((*i)->getComponentFlags() & m_mask) == m_mask) {
- Component* c = (*i)->getComponent(RENDER_COMPONENT);
- std::cout << "component ptr: " << c << std::endl;
- RenderComponent* r = dynamic_cast<RenderComponent*>(c);
- if (r != nullptr) {
- r->model.render();
- }
- }
- }
- }
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