namespace Msp {
namespace GL {
+Renderer::Renderer():
+ default_camera(0)
+{
+ init();
+}
+
Renderer::Renderer(const Camera *c):
- default_camera(c),
- changed(0),
- state_stack(1)
+ default_camera(c)
{
- state_stack.reserve(16);
- shdata_stack.reserve(32);
- state = &state_stack.back();
+ init();
if(c)
set_camera(*c);
- else
- {
- standard_shdata.uniform("projection_matrix", Matrix());
- standard_shdata.uniform("eye_world_matrix", Matrix());
- }
}
-Renderer::~Renderer()
+void Renderer::init()
{
- end();
+ state_stack.reserve(16);
+ state_stack.push_back(State());
+ shdata_stack.reserve(32);
+ state = &state_stack.back();
+
+ standard_shdata.uniform("projection_matrix", Matrix());
+ standard_shdata.uniform("eye_world_matrix", Matrix());
}
-void Renderer::begin(const Camera *c)
+Renderer::~Renderer()
{
end();
- if(c)
- set_camera(*c);
}
void Renderer::set_camera(const Camera &c)