namespace Msp {
namespace GL {
-RenderMethod::RenderMethod():
- shprog(0),
- shprog_from_material(false),
- shdata(0),
- material(0),
- face_cull(CULL_BACK),
- receive_shadows(false),
- image_based_lighting(false)
-{ }
-
void RenderMethod::set_material_textures()
{
const Tag *material_texture_tags = material->get_texture_tags();
DataFile::Loader::ActionMap RenderMethod::Loader::shared_actions;
-RenderMethod::Loader::Loader(RenderMethod &p):
- DataFile::CollectionObjectLoader<RenderMethod>(p, 0)
-{
- set_actions(shared_actions);
-}
-
RenderMethod::Loader::Loader(RenderMethod &p, Collection &c):
DataFile::CollectionObjectLoader<RenderMethod>(p, &c)
{
void RenderMethod::Loader::material_inline()
{
- Material::GenericLoader ldr(coll);
+ Material::GenericLoader ldr(get_collection());
load_sub_with(ldr);
- RefPtr<Material> mat = ldr.get_material();
- get_collection().add(inline_base_name+".mat", mat.get());
- obj.material = mat.release();
+ obj.material = ldr.store_object(get_collection(), inline_base_name+".mat");
obj.set_material_textures();
}