const Program &bounding_shader;
Blend no_color_write;
DepthTest no_depth_write = { LEQUAL, false };
- std::set<Renderable *> renderables;
+ std::vector<Renderable *> renderables;
float occluder_min_size = 0.25f;
mutable QueryPool queries;
mutable std::vector<OccludedRenderable> occluded_cache;