Graphics::GLContext &context;
Framebuffer ⌖
Camera *camera;
- const Renderable *content;
+ Renderable *content;
std::list<Camera *> synced_cameras;
public:
float get_aspect() const { return static_cast<float>(get_width())/get_height(); }
void set_camera(Camera *);
- void set_content(const Renderable *);
+ void set_content(Renderable *);
// Deprecated
void synchronize_camera_aspect(Camera &);