void UpdateShaderDataTransformJob::run() { EntityManager *manager = m_manager->renderNodesManager(); const QVector<HEntity> handles = manager->activeHandles(); for (const HEntity &handle : handles) { Entity *node = manager->data(handle); // Update transform properties in ShaderDatas and Lights const QVector<ShaderData *> shaderDatas = node->renderComponents<ShaderData>(); for (ShaderData *r : shaderDatas) r->updateWorldTransform(*node->worldTransform()); } }