void Sprite::Update(float deltaTime) { Mat3 translation = (translation.CreateTranslation( Vector3( m_position))); Mat3 rotation = (rotation.CreateRotation(m_rotation)); m_transform = rotation * translation; if (m_parent) { m_worldTransform = m_transform * m_parent->GetWorldTransform(); } else { m_worldTransform = m_transform; } for (auto i = m_children.begin(); i != m_children.end(); i++) { (*i)->Update(deltaTime); } ApplyTransform(); }