class Renderable;
class Texture;
class Texturing;
+class VertexSetup;
class WindingTest;
/**
const Program *shprog;
unsigned shdata_count;
const Mesh *mesh;
+ const VertexSetup *vertex_setup;
const WindingTest *winding_test;
bool reverse_winding;
LEGACY_PROJECTION = 128
};
+ const Camera *default_camera;
unsigned char changed;
bool matrices_loaded;
std::vector<State> state_stack;
void add_shader_data(const ProgramData &data);
void set_mesh(const Mesh *);
+ void set_vertex_setup(const VertexSetup *);
void set_winding_test(const WindingTest *);
void set_reverse_winding(bool);
void render(const Renderable &, const Tag & = Tag());
void draw(const Batch &);
+ void draw_instanced(const Batch &, unsigned);
private:
void apply_state();