#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
+#include "cullface.h"
#include "material.h"
namespace Msp {
void material(const std::string &);
void shader(const std::string &);
void texture(const std::string &);
- void texunit(unsigned);
- void texunit_named(unsigned, const std::string &);
void uniforms();
void uniform_slot(const std::string &);
void uniform_slot2(const std::string &, const std::string &);
const Material *material;
std::string material_slot;
std::vector<TextureSlot> textures;
- bool back_faces;
+ CullMode face_cull;
bool receive_shadows;
bool image_based_lighting;
const std::string &get_material_slot_name() const { return material_slot; }
void set_texture(Tag, const Texture *, const Sampler * = 0);
Tag get_texture_tag(const std::string &) const;
- DEPRECATED void set_texture(unsigned, const Texture *, const Sampler * = 0);
- DEPRECATED int get_texture_index(const std::string &) const;
- void set_back_faces(bool);
- bool get_back_faces() const { return back_faces; }
+ void set_face_cull(CullMode);
+ CullMode get_face_cull() const { return face_cull; }
void set_receive_shadows(bool);
bool get_receive_shadows() const { return receive_shadows; }
void set_image_based_lighting(bool);