Otherwise whatever parameters were there before will get used, resulting
in incorrect rendering with multiple views.
pipeline.add_renderable_for_pass(layout.get_scene(), "translucent");
GL::Pipeline::Pass *pass = &pipeline.add_pass("sky");
pipeline.add_renderable_for_pass(layout.get_scene(), "translucent");
GL::Pipeline::Pass *pass = &pipeline.add_pass("sky");
+ pass->set_lighting(&layout.get_lighting());
pass = &pipeline.add_pass(0);
pass->set_lighting(&layout.get_lighting());
pass = &pipeline.add_pass(0);
pass->set_lighting(&layout.get_lighting());