layout(l),
width(w),
height(h),
- pipeline(w, h)
+ pipeline(w, h),
+ sky(layout.get_catalogue())
{
pipeline.set_camera(&camera);
+ pipeline.add_renderable(sky);
pipeline.add_renderable_for_pass(layout.get_scene(), 0);
pipeline.add_renderable_for_pass(layout.get_scene(), "translucent");
- GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
+ GL::Pipeline::Pass *pass = &pipeline.add_pass("sky");
+
+ pass = &pipeline.add_pass(0);
pass->set_lighting(&layout.get_lighting());
pass->set_depth_test(&GL::DepthTest::lequal());
view_all();
}
-Ray View3D::create_ray(int x, int y)
+Ray View3D::create_ray(int x, int y) const
{
return create_ray(x*2.0f/width-1.0f, y*2.0f/height-1.0f);
}
-Ray View3D::create_ray(float x, float y)
+Ray View3D::create_ray(float x, float y) const
{
const GL::Vector3 &start = camera.get_position();
GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0));