RenderPass::~RenderPass()
{
- delete shdata;
delete texturing;
}
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shdata = data;
+ shdata.keep();
+}
+
void RenderPass::set_material(const Material *mat)
{
material = mat;
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- if(!obj.shdata)
- obj.shdata = new ProgramData(*obj.shprog);
- load_sub(*obj.shdata);
+ RefPtr<ProgramData> shd = new ProgramData;
+ load_sub(*shd);
+ obj.shdata = shd;
}