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Your implementation is a bit off of the other Entity-Component systems I've seen. I recommend taking a look at EntityX. It should give a good idea of what a working implementation looks like. You could also read these which may help: Role of systems in entity systems architecture Component - Game Programming Patterns Understanding ...


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You should draw everything, and swap the buffer (display), at most once per frame (usually 1/60th second). You should definitely not call window.display() more than once per frame. If nothing at all has moved, you might choose to skip drawing and displaying entirely for that frame, especially on a mobile device to conserve power. On a desktop, typically, ...


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You can see the value of your member variables in your debugger, and it will show you the correct values. Your problem lies in that the matrix transformation commands of legacy OpenGL are accumulating on top of each other. If you want to start from a known state, you need to look into the functions that let you load an identity matrix, push and pop on the ...



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