renderer.set_depth_test(&s.get_depth_test());
renderer.set_stencil_test(&s.get_stencil_test());
- renderer.set_blend(&s.get_blend());
if(const Lighting *lighting = s.get_lighting())
renderer.add_shader_data(lighting->get_shader_data());
stencil_test = st;
}
-void Sequence::Step::set_blend(const Blend &b)
-{
- blend = b;
-}
-
} // namespace GL
} // namespace Msp