const Geometry::Angle<float> &get_field_of_view() const { return fov; }
float get_frustum_skew() const { return frustum_skew; }
+ virtual bool is_mirroring_supported() const { return false; }
void set_mirroring(bool);
+ bool get_mirroring() const { return mirror; }
virtual void prepare() const { }
virtual void render(const GL::Texture2D &, const GL::Texture2D &) const = 0;