void Graphics::updateAnimation(float dT) { for(map<string, AnimationChannel*>::iterator it=animation.begin(); it != animation.end(); ++it) { elapsedTime += dT; AnimationChannel* ch = it->second; while(elapsedTime >= ch->getDuration()) { elapsedTime -= ch->getDuration(); } ch->update(elapsedTime, *scene[it->first]); } }