state->reverse_winding = r;
}
+void Renderer::set_object_lod_bias(unsigned b)
+{
+ state->object_lod_bias = b;
+}
+
void Renderer::push_state()
{
state_stack.push_back(state_stack.back());
mesh(0),
vertex_setup(0),
winding_test(0),
- reverse_winding(false)
+ reverse_winding(false),
+ object_lod_bias(0)
{ }
} // namespace GL