add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
+ add("texunit", &Loader::texunit_auto);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
load_sub_with(ldr);
}
+void RenderPass::Loader::texunit_auto(const string &n)
+{
+ if(!obj.texturing)
+ obj.texturing = new Texturing;
+ int i = obj.texturing->find_free_unit(n);
+ if(i<0)
+ throw runtime_error("no free texunit");
+ texunit_named(i, n);
+}
+
void RenderPass::Loader::texunit_named(unsigned i, const string &n)
{
texunit(i);
void RenderPass::Loader::uniforms()
{
obj.ensure_private_shader_data();
- RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
- load_sub(*shd);
- obj.shdata = shd.release();
+ load_sub(*obj.shdata);
}
void RenderPass::Loader::uniform_slot(const string &name)