DataFile::load(arrow_mesh, "arrow.mesh");
pipeline.set_camera(&camera);
- pipeline.add_renderable(layout_3d.get_scene());
+ pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
+ pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
- light.set_position(0, -0.259, 0.966, 0);
+ light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
+ light.set_diffuse(GL::Color(0.9));
+ lighting.set_ambient(GL::Color(0.4));
lighting.attach(0, light);
- GL::PipelinePass &pass = pipeline.add_pass(0);
- pass.depth_test = &GL::DepthTest::lequal();
- pass.lighting = &lighting;
+ GL::PipelinePass *pass = &pipeline.add_pass(0);
+ pass->depth_test = &GL::DepthTest::lequal();
+ pass->lighting = &lighting;
+
+ pass = &pipeline.add_pass("unlit");
+ pass->depth_test = &GL::DepthTest::lequal();
view_all();
GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
pipeline.render_all();
- {
- GL::Bind depth(GL::DepthTest::lequal());
- layout_3d.get_path_scene().render();
- }
{
GL::Bind blend(GL::Blend::alpha());
overlay->render(0);