RenderPass();
private:
- void maybe_create_material_shader(DataFile::Collection *);
+ void maybe_create_material_shader();
void set_material_textures();
public:
const Program *get_shader_program() const { return shprog.get(); }
const ProgramData *get_shader_data() const { return shdata.get(); }
Tag get_slotted_uniform_tag(Tag) const;
- void set_material(const Material *, DataFile::Collection * = 0);
+ void set_material(const Material *);
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }
void set_texture(Tag, const Texture *, const Sampler * = 0);