This avoids an unnecessary texture bind/unbind cycle if the EnvironmentMap
is contained within its own environment.
camera.set_up_direction(env_tex.get_t_direction(face));
Renderer env_renderer(&camera);
env_renderer.exclude(renderable);
camera.set_up_direction(env_tex.get_t_direction(face));
Renderer env_renderer(&camera);
env_renderer.exclude(renderable);
+ env_renderer.exclude(*this);
env_renderer.render(environment);
}
Framebuffer::unbind();
env_renderer.render(environment);
}
Framebuffer::unbind();