X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Fsequence.h;h=9a3d0207191bb79e5ca9f6e9614440aeee75d4c9;hp=cc4b6963b017ce98b2250597d2f02c8c55f67988;hb=f82ef715f0d7e1e7d0b93be4b7b89c8ce6bba40b;hpb=271760e6099bf5f4ad90894697dab911c236a0a3 diff --git a/source/render/sequence.h b/source/render/sequence.h index cc4b6963..9a3d0207 100644 --- a/source/render/sequence.h +++ b/source/render/sequence.h @@ -11,7 +11,6 @@ namespace Msp { namespace GL { -class Clipping; class Lighting; class PostProcessor; class RenderTarget; @@ -21,9 +20,9 @@ Top-level content class. Typically a Sequence is used as the content Renderable for a View or effects such as ShadowMap or EnvironmentMap. A Sequence consists of a number of steps. Each step is defined with a -Renderable and a tag to render it with and may also have Lighting, Clipping, -DepthTest and Blend states. Scenes can be used to further organize Renderables -within a step. +Renderable and a tag to render it with and may also have Lighting, DepthTest +and Blend states. Scenes can be used to further organize Renderables within a +step. PostProcessors can be applied after all of the steps in the Sequence have been processed. Framebuffer objects are automatically used to pass render results @@ -41,7 +40,6 @@ public: DepthTest depth_test; StencilTest stencil_test; Blend blend; - const Clipping *clipping; Renderable *renderable; public: @@ -53,12 +51,10 @@ public: void set_depth_test(const DepthTest &); void set_stencil_test(const StencilTest &); void set_blend(const Blend &); - void set_clipping(const Clipping *); const Lighting *get_lighting() const { return lighting; } const DepthTest &get_depth_test() const { return depth_test; } const StencilTest &get_stencil_test() const { return stencil_test; } const Blend &get_blend() const { return blend; } - const Clipping *get_clipping() const { return clipping; } Renderable *get_renderable() const { return renderable; } };