namespace GL {
Renderer::Renderer(const Camera *c):
+ default_camera(c),
changed(0),
matrices_loaded(false),
state_stack(1)
throw invalid_operation("Renderer::end");
*state = State();
+ if(default_camera)
+ set_camera(*default_camera);
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
shdata_stack.clear();
excluded.clear();
changed */
bool legacy_bindings = (!state->shprog || state->shprog->uses_legacy_variables());
+ bool legacy_textures = !state->shprog;
if(state->texturing)
- state->texturing->bind();
+ state->texturing->bind(legacy_textures);
else
{
Texturing::unbind();
if(state->texture)
- state->texture->bind_to(0);
+ state->texture->bind_to(0, legacy_textures);
else
Texture::unbind_from(0);
}