shdata(other.shdata),
uniform_slots(other.uniform_slots),
material(other.material),
+ material_slot(other.material_slot),
texturing(other.texturing ? new Texturing(*other.texturing) : 0),
tex_names(other.tex_names),
back_faces(other.back_faces)
shdata = other.shdata;
uniform_slots = other.uniform_slots;
material = other.material;
+ material_slot = other.material_slot;
texturing = other.texturing ? new Texturing(*other.texturing) : 0;
tex_names = other.tex_names;
back_faces = other.back_faces;
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
- shdata = new ProgramData(*data);
+ shdata = (data ? new ProgramData(*data) : 0);
}
const string &RenderPass::get_slotted_uniform_name(const string &slot) const