+void Path3D::update_mesh()
+{
+ mesh = &track.get_type().get_path_mesh(path, side);
+}
+
+long Path3D::get_instance_key() const
+{
+ return reinterpret_cast<long>(&track.get_type());
+}
+
+void Path3D::render(GL::Renderer &renderer, const GL::Tag &tag) const
+{
+ if(tag=="unlit")
+ {
+ GL::MatrixStack::Push push_mtx(renderer.matrix_stack());
+ renderer.matrix_stack() *= track.Object3D::get_matrix();
+ renderer.matrix_stack() *= GL::Matrix::translation(0, 0, z_offs);