This works better with the new begin/end sequence of Renderer.
namespace Msp {
namespace GL {
-void OpenGLWindowView::render(Renderer &renderer)
+void OpenGLWindowView::render()
{
- View::render(renderer);
+ View::render();
Device &device = static_cast<WindowView *>(this)->device;
device.get_context().swap_buffers();
}
OpenGLWindowView() = default;
- virtual void render(Renderer &);
+ virtual void render();
virtual const Framebuffer &get_target() const { return sys_framebuf; }
void resize_framebuffer(unsigned, unsigned);