shprog(0),
shdata(0),
material(0),
- texturing(0)
+ texturing(0),
+ back_faces(false)
{ }
RenderPass::RenderPass(const RenderPass &other):
shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
material(other.material),
texturing(other.texturing ? new Texturing(*other.texturing) : 0),
- tex_names(other.tex_names)
+ tex_names(other.tex_names),
+ back_faces(other.back_faces)
{ }
RenderPass::~RenderPass()
renderer.set_texturing(texturing);
renderer.set_material(material.get());
renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_reverse_winding(back_faces);
}
add("shader", &RenderPass::shprog);
add("material", &Loader::material_inline);
add("material", &Loader::material);
+ add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);