RefPtr<const Material> material;
Texturing *texturing;
std::map<std::string, unsigned> tex_names;
+ bool back_faces;
RenderPass &operator=(const RenderPass &);
public:
void set_texture(unsigned, const Texture *);
const Texturing *get_texturing() const { return texturing; }
int get_texture_index(const std::string &) const;
+ void set_back_faces(bool);
+ bool get_back_faces() const { return back_faces; }
void apply(Renderer &) const;
};