diff --git a/CorgEng.Example/Program.cs b/CorgEng.Example/Program.cs index df8be69..1f75c5e 100644 --- a/CorgEng.Example/Program.cs +++ b/CorgEng.Example/Program.cs @@ -39,7 +39,6 @@ static void Main(string[] args) //Camera an isometric camera IIsometricCamera camera = isometricCameraFactory.CreateCamera(); CameraScrollSystem.IsometricCamera = camera; - //Connect to our server world.ClientInstance.AttemptConnection("127.0.0.1", 5000); diff --git a/CorgEng.Rendering/DepthParallax/ParallaxLayerRenderCore.cs b/CorgEng.Rendering/DepthParallax/ParallaxLayerRenderCore.cs index 1da8991..d009664 100644 --- a/CorgEng.Rendering/DepthParallax/ParallaxLayerRenderCore.cs +++ b/CorgEng.Rendering/DepthParallax/ParallaxLayerRenderCore.cs @@ -54,21 +54,17 @@ public override void Initialize() { base.Initialize(); next?.Initialize(); - renderer = SpriteRendererFactory.CreateSpriteRenderer(0); - renderer.Initialize(); - next?.Initialize(); } public override void PerformRender() { - // Render our current layer then pass that on to the next render core to draw - renderer.Render(CorgEngMain.MainCamera); + base.Render(camera); // Now render the layer below us if (next != null) { - next.DoRender(() => { - DrawToBuffer(next.FrameBufferUint, 0, 0, Width, Height); - }); + // TODO: Make the next layer not draw to the screen too + next.Render(camera); + next.DrawToBuffer(FrameBufferUint, 1, 1, Width, Height); } }