Bind bind_depth_test(i->get_depth_test());
Bind bind_blend(i->get_blend());
renderer.set_lighting(i->get_lighting());
+ renderer.set_clipping(i->get_clipping());
for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
if(j->passes.empty() || j->passes.count(i->get_tag()))
tag(t),
lighting(0),
depth_test(0),
- blend(0)
+ blend(0),
+ clipping(0)
{ }
void Pipeline::Pass::set_lighting(const Lighting *l)
blend = b;
}
+void Pipeline::Pass::set_clipping(const Clipping *c)
+{
+ clipping =c;
+}
+
Pipeline::Slot::Slot(const Renderable *r):
renderable(r)