#include "texture.h"
#include "texturing.h"
#include "vertexarray.h"
+#include "windingtest.h"
using namespace std;
state(&state_stack.back()),
vertex_array(0),
vertex_array_changed(false),
- element_buffer(0)
+ element_buffer(0),
+ winding_test(0)
{
MatrixStack::modelview().push();
if(camera)
element_buffer = b;
}
+void Renderer::set_winding_test(const WindingTest *w)
+{
+ winding_test = w;
+}
+
void Renderer::push_state()
{
state_stack.push_back(state_stack.back());
{
apply_state();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ WindingTest::unbind();
}
void Renderer::draw(const Batch &batch)
else
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
+ if(winding_test)
+ winding_test->bind();
+ else
+ WindingTest::unbind();
+
batch.draw();
}