{
GL::SequenceTemplate *tmpl = load<GL::SequenceTemplate>(opts.renderable_name);
GL::SequenceBuilder bld(*tmpl);
+ bld.set_debug_name(FS::basename(opts.renderable_name));
sequence = bld.build(view);
}
else
light.set_direction(GL::Vector3(0, 0, -1));
lighting.attach(light);
+ camera.set_debug_name("Camera");
camera.set_up_direction(GL::Vector3(0, 0, 1));
update_camera();
if(!sequence)
{
sequence = new GL::Sequence();
+ sequence->set_debug_name("Sequence");
GL::Sequence::Step &step = sequence->add_step(0, *renderable);
step.set_lighting(&lighting);
step.set_depth_test(GL::LEQUAL);