const Material *material = 0;
std::string material_slot;
std::vector<TextureSlot> textures;
- CullMode face_cull = CULL_BACK;
+ CullMode face_cull = NO_CULL;
Blend blend;
bool receive_shadows = false;
bool image_based_lighting = false;
+ bool instancing = false;
void maybe_create_material_shader();
void set_material_textures();
bool get_image_based_lighting() const { return image_based_lighting; }
+ /** Toggles instanced rendering. Only affects shaders created from
+ materials. Should be used with InstanceArray. */
+ void set_instancing(bool);
+
+ bool get_instancing() const { return instancing; }
+
void apply(Renderer &) const;
void set_debug_name(const std::string &);