#define MSP_GL_RENDERPASS_H_
#include <msp/datafile/objectloader.h>
+#include "bindable.h"
namespace Msp {
namespace GL {
Encapsulates the data that determines the appearance of a rendered surface.
This includes shader and data for it, material and textures.
*/
-class RenderPass
+class RenderPass: public Bindable<RenderPass>
{
public:
class Loader: public DataFile::CollectionObjectLoader<RenderPass>
const Material *material;
std::vector<TextureSlot> textures;
- static const RenderPass *current;
-
RenderPass &operator=(const RenderPass &);
public:
RenderPass();