OccludedScene::OccludedScene():
bounding_mesh(Resources::get_global().get<Mesh>("_occluder.mesh")),
- bounding_shader(Resources::get_global().get<Program>("_occluder.glsl.shader")),
+ bounding_shader(Resources::get_global().get<Program>("occluder.glsl.shader")),
queries(OCCLUSION_QUERY, 0)
{
no_color_write.write_mask = WRITE_NONE;
if(!camera)
{
for(const OccludedRenderable &o: occluded_cache)
- renderer.render(*o.renderable, tag);
+ o.renderable->render(renderer, tag);
return;
}
i->occluder = true;
if(i->occluder)
- renderer.render(*i->renderable, tag);
+ i->renderable->render(renderer, tag);
}
// Move all objects within the frustum to the beginning of the array
// Render anything that has a chance of being visible
for(auto i=occluded_cache.begin(); (i!=occluded_cache.end() && i->in_frustum); ++i)
if(!i->occluder && queries.get_result(i-occluded_cache.begin()))
- renderer.render(*i->renderable, tag);
+ i->renderable->render(renderer, tag);
}
} // namespace GL