pipeline.add_renderable(engineer.get_layout_3d().get_scene());
- GL::PipelinePass *pass = &pipeline.add_pass(0);
- pass->depth_test = &GL::DepthTest::lequal();
- pass->lighting = &engineer.get_lighting();
+ GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
+ pass->set_depth_test(&GL::DepthTest::lequal());
+ pass->set_lighting(&engineer.get_lighting());
GLtk::Image *image;
add(*(image = new GLtk::Image(&tex)));
GL::Bind _bind_fbo(fbo);
fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- pipeline.render_all();
+ pipeline.render();
}
void TrainView::button_release(int x, int y, unsigned btn)