RenderSystem is the system that draws entities on the OpenGL surface. It requires a CameraSystem to work. If a CameraSystem is not in the World when you add RenderSystem one is automatically added to the world.
| 206 | // a CameraSystem to work. If a CameraSystem is not in the World when you add RenderSystem |
| 207 | // one is automatically added to the world. |
| 208 | type RenderSystem struct { |
| 209 | entities renderEntityList |
| 210 | ids map[uint64]struct{} |
| 211 | world *ecs.World |
| 212 | |
| 213 | sortingNeeded, newCamera bool |
| 214 | } |
| 215 | |
| 216 | // Priority implements the ecs.Prioritizer interface. |
| 217 | func (*RenderSystem) Priority() int { return RenderSystemPriority } |
nothing calls this directly
no outgoing calls
no test coverage detected