namespace GL {
InstanceArray::InstanceArray(const Object &o):
- object(o),
- instance_buffer(0),
- matrix_location(-1),
- matrix_offset(0)
+ object(o)
{
const Technique *tech = object.get_technique();
- for(const auto &kvp: tech->get_passes())
+ for(const auto &kvp: tech->get_methods())
{
const Program *shprog = kvp.second.get_shader_program();
if(!shprog)
const Technique *tech = object.get_technique();
if(!tech)
throw logic_error("no technique");
- const RenderPass *pass = tech->find_pass(tag);
- if(!pass)
+ const RenderMethod *method = tech->find_method(tag);
+ if(!method)
return;
const Mesh *mesh = object.get_mesh();
instance_data.refresh();
Renderer::Push push(renderer);
- pass->apply(renderer);
+ method->apply(renderer);
mesh->draw_instanced(renderer, vtx_setup, instances.size());
}