#include "error.h"
#include "lighting.h"
#include "material.h"
-#include "mesh.h"
#include "program.h"
#include "programdata.h"
#include "renderable.h"
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
}
-void Renderer::set_mesh(const Mesh *m)
-{
- state->mesh = m;
-}
-
void Renderer::set_vertex_setup(const VertexSetup *vs)
{
state->vertex_setup = vs;
shdata_stack.clear();
excluded.clear();
- Mesh::unbind();
Texturing::unbind();
Texture::unbind_from(0);
Clipping::unbind();
else
Program::unbind();
- if(state->mesh)
- state->mesh->bind();
+ if(state->vertex_setup)
+ state->vertex_setup->bind();
else
- {
- Mesh::unbind();
-
- if(state->vertex_setup)
- state->vertex_setup->bind();
- else
- VertexSetup::unbind();
- }
+ VertexSetup::unbind();
if(state->winding_test)
{
clipping(0),
shprog(0),
shdata_count(0),
- mesh(0),
vertex_setup(0),
winding_test(0),
reverse_winding(false),