ObjectInstance(const Object &);
const Object &get_object() const { return object; }
- virtual IntPtr get_instance_key() const { return reinterpret_cast<IntPtr>(&object); }
virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return object.get_bounding_sphere(); }
- virtual void render(Renderer &, const Tag & = Tag()) const;
+ virtual void render(Renderer &, Tag = Tag()) const;
/** Hook function, called from Object just before rendering the mesh.
Renderer state will have been pushed before this is called. */
- virtual void setup_render(Renderer &, const Tag &) const;
+ virtual void setup_render(Renderer &, Tag) const;
/** Hook function, called from Object right after rendering the mesh. Since
Object takes care of pushing Renderer state, this rarely needs to do
anything. */
- virtual void finish_render(Renderer &, const Tag &) const { }
+ virtual void finish_render(Renderer &, Tag) const { }
virtual unsigned get_level_of_detail(const Renderer &) const;
};