evelight/renderer.cpp
void Renderer::RebuildVertices()
{
    mVertices.clear();
    for (uint i = 0; i < mQueue.size(); i++)
        for (uint j = 0; j < mQueue[i]->mVertices.size(); j++)
            mVertices.emplace_back(mQueue[i]->mVertices[j]);
}
/**
 * Vertices needs to be rebuilt each frame, because the world is dynamic.
 */
Vertices needs to be rebuilt each frame, because the world is dynamic.
Vertices needs to be rebuilt each frame because the world is dynamic .
void Renderer::RebuildVertices()
{
    mVertices.clear();
    for (uint i = 0; i < mQueue.size(); i++)
        for (uint j = 0; j < mQueue[i]->mVertices.size(); j++)
            mVertices.emplace_back(mQueue[i]->mVertices[j]);
}
void Renderer :: RebuildVertices ( ) { mVertices . clear ( ) ; for ( uint i = 0 ; i < mQueue . size ( ) ; i ++ ) for ( uint j = 0 ; j < mQueue [ i ] -> mVertices . size ( ) ; j ++ ) mVertices . emplace_back ( mQueue [ i ] -> mVertices [ j ] ) ; }
Vertices needs to be rebuilt each frame, because the world is dynamic.
Vertices needs to be rebuilt each frame because the world is dynamic .