pipeline->add_renderable_for_pass(*track_wrap, "unlit");
overlay = new Overlay3D(ui_res.get_default_font());
pipeline->add_renderable_for_pass(*overlay, "overlay");
+ pipeline->add_renderable_for_pass(measure, "unlit");
camera_ctl = new CameraController(*main_view, keyboard, mouse);
cat_view->get_camera().set_look_direction(GL::Vector3(0, 0.13053, -0.99144));
View3D *view = (mode==CATALOGUE ? cat_view : main_view);
view->render();
- if(mode==MEASURE)
- {
- GL::Bind bind_depth(GL::DepthTest::lequal());
- measure.render();
- }
root.render();
// XXX Should fix GLtk so this would not be needed