if(pass.lighting)
pass.lighting->bind();
for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
- {
(*i)->prepare();
- glViewport(0, 0, width, height);
- }
for(vector<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
(*i)->render(tag);
for(vector<Effect *>::const_iterator i=pass.effects.end(); i--!=pass.effects.begin();)
if(fbo)
{
fbo->bind();
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
- {
(*i)->prepare();
- glViewport(0, 0, width, height);
- }
for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
render(*i);
for(vector<Effect *>::const_iterator i=effects.end(); i--!=effects.begin();)