+ const RenderPass *pass = get_pass(tag);
+ if(!pass)
+ return;
+
+ Renderer::Push push(renderer);
+ renderer.set_shader(pass->get_shader_program(), pass->get_shader_data());
+ renderer.set_material(pass->get_material());
+ renderer.set_texturing(pass->get_texturing());
+
+ inst.setup_render(renderer, tag);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
+ meshes[lod]->draw(renderer);
+ inst.finish_render(renderer, tag);
+}
+
+const RenderPass *Object::get_pass(const Tag &tag) const
+{
+ if(!technique || !technique->has_pass(tag))
+ return 0;
+ return &technique->get_pass(tag);
+}