OccludedScene::OccludedScene(Resources &resources):
bounding_mesh(resources.get<Mesh>("_occluder.mesh")),
- bounding_shader(resources.get<Program>("_occluder.glsl")),
+ bounding_shader(resources.get<Program>("_occluder.glsl.shader")),
occluder_min_size(0.25f),
cache_dirty(false)
{
i->renderable->finish_frame();
}
-void OccludedScene::render(Renderer &renderer, const Tag &tag) const
+void OccludedScene::render(Renderer &renderer, Tag tag) const
{
if(renderables.empty())
return;