As I recall, the camera was put in renderer to allow view-dependent
rendering without the need to pass data outside the rendering pipeline.
This is one of the cases where it is needed.
renderer.set_texturing(pass->get_texturing());
inst.setup_render(renderer, tag);
- unsigned lod = min<unsigned>(inst.get_level_of_detail(), meshes.size()-1);
+ unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), meshes.size()-1);
meshes[lod]->draw(renderer);
inst.finish_render(renderer, tag);
}
anything. */
virtual void finish_render(Renderer &, const Tag &) const { }
- virtual unsigned get_level_of_detail() const { return 0; }
+ virtual unsigned get_level_of_detail(const Renderer &) const { return 0; }
};
} // namespace GL