if(!pass)
return;
+ const Mesh *mesh = lods.front().mesh.get();
+ if (!mesh)
+ throw logic_error("no mesh");
+
Renderer::Push push(renderer);
pass->apply(renderer);
setup_render(renderer, tag);
- lods.front().mesh->draw(renderer);
+ mesh->draw(renderer);
finish_render(renderer, tag);
}
if(!pass)
return;
+ const Mesh *mesh = lods[lod].mesh.get();
+ if (!mesh)
+ throw logic_error("no mesh");
+
Renderer::Push push(renderer);
pass->apply(renderer);
setup_render(renderer, tag);
inst.setup_render(renderer, tag);
- lods[lod].mesh->draw(renderer);
+ mesh->draw(renderer);
inst.finish_render(renderer, tag);
finish_render(renderer, tag);
}
const Technique *tech = lods[lod].technique.get();
if(!tech)
throw logic_error("no technique");
- if(!tech->has_pass(tag))
- return 0;
- return &tech->get_pass(tag);
+ return tech->find_pass(tag);
}
void Object::resource_loaded(Resource &res)