mtx_changed(false),
camera(c),
state_stack(1),
- vertex_array(0),
+ lighting_changed(false),
element_buffer(0)
{
state_stack.reserve(16);
Texturing::unbind();
Texture::unbind_from(0);
Material::unbind();
+ Lighting::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
shdata_changed = true;
}
-void Renderer::set_vertex_array(const VertexArray *a)
-{
- vertex_array = a;
-}
-
void Renderer::set_element_buffer(const Buffer *b)
{
element_buffer = b;
void Renderer::draw(const Batch &batch)
{
- if(!vertex_array)
- throw invalid_operation("Renderer::draw");
-
apply_state();
- vertex_array->apply();
-
if(element_buffer)
element_buffer->bind_to(ELEMENT_ARRAY_BUFFER);
else