set_texture(*tag, material->get_texture(*tag), material->get_sampler());
}
-void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+void RenderPass::maybe_create_material_shader()
{
if(shprog && !shprog_from_material)
return;
if(receive_shadows)
extra_spec["use_shadow_map"] = true;
- if(coll)
- {
- shprog = material->create_compatible_shader(*coll, extra_spec);
- shprog.keep();
- }
- else
- throw invalid_operation("RenderPass::maybe_create_material_shader");
+ shprog = material->create_compatible_shader(extra_spec);
+ shprog.keep();
if(shdata)
shdata = new ProgramData(*shdata, shprog.get());
return i->second;
}
-void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
+void RenderPass::set_material(const Material *mat)
{
material = mat;
material.keep();
- maybe_create_material_shader(coll);
+ maybe_create_material_shader();
set_material_textures();
}
void RenderPass::Loader::finish()
{
if(obj.material)
- obj.maybe_create_material_shader(coll);
+ obj.maybe_create_material_shader();
}
// Temporary compatibility feature