- 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());
+ if(!sequence)
+ {
+ sequence = new GL::Sequence();
+ sequence->set_debug_name("Sequence");
+ GL::Sequence::Step &step = sequence->add_step(0, *renderable);
+ step.set_lighting(&lighting);
+ step.set_depth_test(GL::LEQUAL);
+ }