+void Mesh::draw(Renderer &renderer) const
+{
+ renderer.set_vertex_array(&vertices);
+ renderer.set_element_buffer(ibuf);
+ renderer.set_winding_test(winding);
+
+ for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw(*i);
+
+ renderer.set_winding_test(0);
+}
+