- GL::Pipeline::Pass &pass = pipeline.add_pass(0, *renderable);
- pass.set_lighting(&lighting);
- pass.set_depth_test(&GL::DepthTest::lequal());
- pass.set_blend(&GL::Blend::alpha());
+ GL::Sequence::Step &step = sequence.add_step(0, *renderable);
+ step.set_lighting(&lighting);
+ step.set_depth_test(&GL::DepthTest::lequal());
+ step.set_blend(&GL::Blend::alpha());