pipeline.set_camera(&camera);
pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- pipeline.add_renderable_for_pass(*overlay, "unlit");
+ pipeline.add_renderable_for_pass(*overlay, "overlay");
light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
light.set_diffuse(GL::Color(0.9));
pass = &pipeline.add_pass("unlit");
pass->depth_test = &GL::DepthTest::lequal();
+ pass = &pipeline.add_pass("overlay");
+ pass->blend = &GL::Blend::alpha();
+
view_all();
// Catch various signals so we can stop the trains in case we get terminated