#include <vector>
#include "renderable.h"
-#include "renderpass.h"
+#include "rendermethod.h"
#include "resourceobserver.h"
namespace Msp {
LevelOfDetail &lod;
public:
- LodLoader(Object &, unsigned, Collection *);
+ LodLoader(Object &, unsigned, Collection &);
private:
void mesh(const std::string &);
class Loader: public LodLoader
{
public:
- Loader(Object &);
Loader(Object &, Collection &);
private:
- void init();
virtual void finish();
void bounding_sphere_hint(float, float, float, float);
std::vector<LevelOfDetail> lods;
Geometry::BoundingSphere<float, 3> bounding_sphere;
- bool lod0_watched;
+ bool lod0_watched = false;
static const Matrix identity_matrix;
virtual void finish_render(Renderer &, Tag) const { }
private:
- const RenderPass *get_pass(Tag, unsigned) const;
+ const RenderMethod *get_method(Tag, unsigned) const;
virtual void resource_loaded(Resource &);
virtual void resource_removed(Resource &);