#include "renderer.h"
#include "texture.h"
#include "texturing.h"
+#include "texunit.h"
#include "vertexarray.h"
#include "windingtest.h"
state->texture = 0;
}
+unsigned Renderer::allocate_effect_texunit()
+{
+ return --state->lowest_effect_texunit;
+}
+
void Renderer::set_material(const Material *m)
{
state->material = m;
Renderer::State::State():
texture(0),
texturing(0),
+ lowest_effect_texunit(TexUnit::get_n_units()),
material(0),
lighting(0),
shprog(0),
shdata_count(0),
mesh(0),
- winding_test(0)
+ winding_test(0),
+ reverse_winding(false)
{ }