vao_id = 0;
defer_buffers = true;
dirty = true;
+ disallow_rendering = false;
winding = 0;
if(rm)
}
renderer.set_mesh(this);
- renderer.set_element_buffer(ibuf);
renderer.set_winding_test(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)