renderable->finish_frame();
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
i->renderable->finish_frame();
}
renderable->finish_frame();
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
i->renderable->finish_frame();
}
const Framebuffer *out_fbo = Framebuffer::current();
// These is a no-ops but will ensure the related state gets restored
BindRestore restore_fbo(out_fbo);
const Framebuffer *out_fbo = Framebuffer::current();
// These is a no-ops but will ensure the related state gets restored
BindRestore restore_fbo(out_fbo);