This session carries on with the implementation of a cohesive rendering system.
It starts with implementing some temporary code that inserted/removes a RenderState component, or modifies it, every set number of frames, to be able to visually confirm that the system is reacting as hoped/expected.
Then the implementation of an EntityList and it's use in the RenderSystem processing function call, along with updates to the logic to handle RenderState being dynamically modified and notified via said EntityList.
After that point is the initial first-draft integration of position data into the render system, and the subsequent removal of the older PositionDescriptorSystem, which also allows for the removal fo references of graphics-specific data from the Position3D component, fulfilling one of the objectives for the RenderSystem, as well as moving towards better isolation and decoupling.
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2023/02/01