+ Bind bind_shader(pass->get_shader_program());
+ if(pass->get_shader_data())
+ pass->get_shader_data()->apply();
+ Bind bind_material(pass->get_material());
+ Bind bind_texturing(pass->get_texturing());
+
+ meshes.front()->draw();
+}
+
+void Object::render(Renderer &renderer, const Tag &tag) const
+{
+ 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());
+
+ meshes.front()->draw(renderer);