shdata(0)
{
if(const Technique *tech = object.get_technique())
- {
- // XXX Should create separate ProgramData for each pass
- const RenderPass &pass = tech->get_pass(Tag());
- if(const Program *shprog = pass.get_shader_program())
- shdata = new ProgramData(*shprog);
- }
+ if(tech->has_shaders())
+ shdata = new ProgramData;
}
void AnimatedObject::set_matrix(const Matrix &m)