#include <msp/gl/matrix.h>
#include <msp/gl/misc.h>
#include <msp/gl/projection.h>
-#include <msp/gl/rendermode.h>
-#include <msp/gl/select.h>
#include <msp/gl/tests.h>
#include <msp/gl/texture2d.h>
#include <msp/input/keys.h>
pass->depth_test = &GL::DepthTest::lequal();
pass->blend = &GL::Blend::alpha();
+ pass = &pipeline->add_pass("overlay");
+ pass->blend = &GL::Blend::alpha();
+
camera.set_up_direction(GL::Vector3(0, 0, 1));
camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
statusbar->add(*lbl_status);
lbl_status->set_geometry(GLtk::Geometry(20, 2, 300, 16));
- overlay = new Overlay3D(window, camera, ui_res.get_default_font());
+ overlay = new Overlay3D(ui_res.get_default_font());
+ pipeline->add_renderable_for_pass(*overlay, "overlay");
camera_ctl.view_all();
else
{
pipeline->render_all();
- {
- GL::Bind bind_blend(GL::Blend::alpha());
- overlay->render(0);
- }
GL::Bind bind_depth(GL::DepthTest::lequal());
if(mode==MEASURE)