void CurveEditInstance::renderComponents(RenderableCollector& collector,
	const VolumeTest& volume, const Matrix4& localToWorld) const
{
    collector.SetState(_shaders.controlsShader, RenderableCollector::eWireframeOnly);
    collector.SetState(_shaders.controlsShader, RenderableCollector::eFullMaterials);
    collector.addRenderable(m_controlsRender, localToWorld);
}
void MD5Surface::render(RenderableCollector& collector, const Matrix4& localToWorld, 
						const ShaderPtr& shader, const IRenderEntity& entity) const
{
	assert(shader); // shader must be captured at this point

	collector.SetState(shader, RenderableCollector::eFullMaterials);
	collector.addRenderable(*this, localToWorld, entity);
}
// Front-end renderable submission
void RenderablePicoSurface::submitRenderables(RenderableCollector& rend,
											  const Matrix4& localToWorld,
											  const ShaderPtr& shader,
											  const IRenderEntity& entity)
{
	// Submit geometry
	rend.SetState(shader, RenderableCollector::eFullMaterials);
    rend.addRenderable(*this, localToWorld, entity);
}
void CurveEditInstance::renderComponentsSelected(RenderableCollector& collector,
	const VolumeTest& volume, const Matrix4& localToWorld) const
{
    updateSelected();
    if(!m_selectedRender.empty())
    {
      collector.highlightPrimitives(false);
      collector.SetState(_shaders.selectedShader, RenderableCollector::eWireframeOnly);
      collector.SetState(_shaders.selectedShader, RenderableCollector::eFullMaterials);
      collector.addRenderable(m_selectedRender, localToWorld);
    }
}
void TranslateManipulator::render(RenderableCollector& collector, const VolumeTest& volume, const Matrix4& pivot2world) {
    _pivot.update(pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport());

    // temp hack
    UpdateColours();

    Vector3 x = _pivot._worldSpace.x().getVector3().getNormalised();
    bool show_x = manipulator_show_axis(_pivot, x);

    Vector3 y = _pivot._worldSpace.y().getVector3().getNormalised();
    bool show_y = manipulator_show_axis(_pivot, y);

    Vector3 z = _pivot._worldSpace.z().getVector3().getNormalised();
    bool show_z = manipulator_show_axis(_pivot, z);

    collector.SetState(_stateWire, RenderableCollector::eWireframeOnly);
    collector.SetState(_stateWire, RenderableCollector::eFullMaterials);

    if(show_x)
    {
      collector.addRenderable(_arrowX, _pivot._worldSpace);
    }
    if(show_y)
    {
      collector.addRenderable(_arrowY, _pivot._worldSpace);
    }
    if(show_z)
    {
      collector.addRenderable(_arrowZ, _pivot._worldSpace);
    }

    collector.addRenderable(_quadScreen, _pivot._viewplaneSpace);

    collector.SetState(_stateFill, RenderableCollector::eWireframeOnly);
    collector.SetState(_stateFill, RenderableCollector::eFullMaterials);

    if(show_x)
    {
      collector.addRenderable(_arrowHeadX, _pivot._worldSpace);
    }
    if(show_y)
    {
      collector.addRenderable(_arrowHeadY, _pivot._worldSpace);
    }
    if(show_z)
    {
      collector.addRenderable(_arrowHeadZ, _pivot._worldSpace);
    }
}
void NullModel::renderWireframe(RenderableCollector& collector,
	const VolumeTest& volume, const Matrix4& localToWorld) const
{
	collector.SetState(_state, RenderableCollector::eWireframeOnly);
	collector.addRenderable(_aabbWire, localToWorld);
}
void NullModel::renderSolid(RenderableCollector& collector,
	const VolumeTest& volume, const Matrix4& localToWorld) const
{
	collector.SetState(_state, RenderableCollector::eFullMaterials);
	collector.addRenderable(_aabbSolid, localToWorld);
}