//! renders from a render map void EntityRenderer::Render(RenderMap& renderMap) { for(RenderMap::iterator it = renderMap.begin(); it != renderMap.end(); ++it) { Material* pMaterial = (*it).second.pMaterial; pMaterial->Begin(); for(VertexMap::iterator it2 = (*it).second.m_VertexMap.begin(); it2 != (*it).second.m_VertexMap.end(); ++it2) { VertexInfo& vertexInfo = (*it2).second; vertexInfo.pVertexBuffer->Begin(); vertexInfo.pVertexBuffer->Draw(vertexInfo.aWorldTransforms, vertexInfo.aTextureTransforms, pMaterial); vertexInfo.pVertexBuffer->End(); } pMaterial->End(); m_Stats.Increment(pMaterial); } }