state->face_cull = cull;
}
+void Renderer::set_depth_test(const DepthTest *dt)
+{
+ state->depth_test = dt;
+}
+
+void Renderer::set_stencil_test(const StencilTest *st)
+{
+ state->stencil_test = st;
+}
+
+void Renderer::set_blend(const Blend *b)
+{
+ state->blend = b;
+}
+
void Renderer::set_object_lod_bias(unsigned b)
{
state->object_lod_bias = b;
changed &= ~SHADER_DATA;
}
+ pipeline_state.set_depth_test(state->depth_test);
+ pipeline_state.set_stencil_test(state->stencil_test);
+ pipeline_state.set_blend(state->blend);
+
pipeline_state.apply();
}
vertex_setup(0),
front_face(NON_MANIFOLD),
face_cull(NO_CULL),
+ depth_test(0),
+ stencil_test(0),
+ blend(0),
object_lod_bias(0)
{ }