#include "bindable.h"
#include "renderable.h"
#include "renderpass.h"
-#include "resourcewatcher.h"
+#include "resourceobserver.h"
namespace Msp {
namespace GL {
0, with increasing indices having less detail. When rendering an instance, the
instance's get_level_of_detail method is called to determine which LoD to use.
*/
-class Object: public Renderable, private ResourceWatcher
+class Object: public Renderable, private ResourceObserver
{
private:
struct LevelOfDetail;
Geometry::BoundingSphere<float, 3> bounding_sphere;
bool lod0_watched;
+ static Matrix identity_matrix;
+
public:
Object();
Object(const Mesh *, const Technique *);
const Technique *get_technique(unsigned = 0) const;
unsigned get_n_lods() const { return lods.size(); }
+ virtual const Matrix *get_matrix() const { return &identity_matrix; }
virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return &bounding_sphere; }
virtual void render(Renderer &, const Tag & = Tag()) const;