* @param lightController to get the light information
* @return The newly allocated MeshRenderer.
*/
- static MeshRenderer* New( RenderDataProvider& dataprovider, LightController& lightController );
+ static MeshRenderer* New( RenderDataProvider& dataprovider);
/**
* Retrieve the mesh information for the next frame.
void ResetCustomUniforms();
/**
- * Set whether the renderer should be affected by scene lighting, or evenly lit
- */
- void SetAffectedByLighting( bool affectedByLighting );
-
- /**
* Virtual destructor
*/
virtual ~MeshRenderer();
private:
MeshInfo mMeshInfo[2]; ///< Double-buffered for update/render in separate threads.
- LightController* mLightController; ///< required to get the lights from the scene.
- bool mAffectedByLighting; ///< Whether the scene lights should be used
GeometryType mGeometryType; ///< Records last geometry type
ShaderSubTypes mShaderType; ///< Records last shader type