void FaceInstance::render (Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const { if (m_face->contributes() && intersectVolume(volume, localToWorld)) { renderer.PushState(); if (selectedComponents()) { renderer.Highlight(Renderer::eFace); } m_face->render(renderer, localToWorld); renderer.PopState(); } }
// Submit renderable geometry void FaceInstance::submitRenderables(RenderableCollector& collector, const VolumeTest& volume, const IRenderEntity& entity) const { if (m_face->intersectVolume(volume)) { collector.PushState(); if (selectedComponents()) { collector.highlightFaces(true); } m_face->submitRenderables(collector, Matrix4::getIdentity(), entity); collector.PopState(); } }