void init();
virtual void finish();
+ void bounding_sphere_hint(float, float, float, float);
void level_of_detail(unsigned);
};
std::vector<LevelOfDetail> lods;
Geometry::BoundingSphere<float, 3> bounding_sphere;
+ bool lod0_watched;
public:
Object();
void set_technique(unsigned, const Technique *);
const Technique *get_technique(unsigned = 0) const;
+ unsigned get_n_lods() const { return lods.size(); }
virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return &bounding_sphere; }
const RenderPass *get_pass(const Tag &, unsigned) const;
virtual void resource_loaded(Resource &);
+ virtual void resource_removed(Resource &);
};
} // namespace GL