meshes.erase(m);
}
-void Scene::render(double dtime, ShaderProgram *shader_program)
+void Scene::render(double dtime, ShaderProgram *shader_program, Frustum *frustum)
{
auto renderlist = meshes;
for (auto it = renderlist.begin(); it != renderlist.end(); it++) {
Mesh *mesh = *it;
- mesh->render(dtime, shader_program);
+ mesh->render(dtime, shader_program, frustum);
}
}