+ if(const Blend *b = i->get_blend())
+ b->bind();
+ else
+ Blend::unbind();
+
+ renderer.set_lighting(i->get_lighting());
+ renderer.set_clipping(i->get_clipping());
+
+ if(const Renderable *renderable = i->get_renderable())
+ renderer.render(*renderable, i->get_tag());
+
+ for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
+ if(j->passes.empty() || j->passes.count(i->get_tag()))
+ renderer.render(*j->renderable, i->get_tag());
+ }