for(unsigned j=0; j<n_vertices; ++j)
{
const float *v = reinterpret_cast<const float *>(vertices[j]+offset);
- points.push_back(Vector3(v[0], v[1], (three ? v[2] : 0.0f)));
+ points.emplace_back(v[0], v[1], (three ? v[2] : 0.0f));
}
}
throw logic_error("no mesh");
Renderer::Push push(renderer);
+ renderer.set_pipeline_key(this, tag.id);
method->apply(renderer);
setup_render(renderer, tag);
throw logic_error("no mesh");
Renderer::Push push(renderer);
+ renderer.set_pipeline_key(this, tag.id);
method->apply(renderer);
setup_render(renderer, tag);