- float s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f };
- float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f };
- float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/size };
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_S, GL_EYE_PLANE, s_eq);
- enable(GL_TEXTURE_GEN_S);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_T, GL_EYE_PLANE, t_eq);
- enable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_R, GL_EYE_PLANE, r_eq);
- enable(GL_TEXTURE_GEN_R);
-
- TexUnit::activate(0);
-
- renderable.render(renderer, tag);
+ TexGen tg_s, tg_t, tg_r;
+ tg_s.set_plane(Vector4(matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f));
+ tg_t.set_plane(Vector4(matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f));
+ tg_r.set_plane(Vector4(-matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-depth_bias/size));
+ tg_s.bind_to(unit, SCOORD);
+ tg_t.bind_to(unit, TCOORD);
+ tg_r.bind_to(unit, RCOORD);
+
+ Renderer::Push _push_rend(renderer);
+ renderer.add_shader_data(shdata);
+ renderer.render(renderable, tag);