GLuint m_bezier_id_buffer_texture;
};
+
+ /** Renderer for filled circles **/
+ class GroupRenderer : public ObjectRenderer
+ {
+ public:
+ GroupRenderer() : ObjectRenderer(GROUP, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
+ virtual ~GroupRenderer() {}
+ virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+ // do nothing on GPU
+ virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
+ };
+
}
#endif //_OBJECT_RENDERER_H