class Lighting;
class Program;
class Renderable;
+class Sampler;
class Texture;
class Texturing;
class VertexSetup;
const Camera *camera;
Matrix modelview_matrix;
const Texture *texture;
+ const Sampler *sampler;
const Texturing *texturing;
unsigned lowest_effect_texunit;
const Material *material;
std::set<const Renderable *> excluded;
public:
- Renderer(const Camera *);
+ Renderer();
+ DEPRECATED Renderer(const Camera *);
+private:
+ void init();
+public:
~Renderer();
/** Sets the camera to render from. The modelview matrix is reset to the
/** Returns the current modelview matrix. */
const Matrix &get_matrix() const { return state->modelview_matrix; }
- void set_texture(const Texture *);
+ void set_texture(const Texture *, const Sampler * = 0);
void set_texturing(const Texturing *);
unsigned allocate_effect_texunit();
void set_material(const Material *);