RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
- shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
+ shdata(other.shdata),
uniform_slots(other.uniform_slots),
material(other.material),
texturing(other.texturing ? new Texturing(*other.texturing) : 0),
RenderPass &RenderPass::operator=(const RenderPass &other)
{
shprog = other.shprog;
- shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
+ shdata = other.shdata;
uniform_slots = other.uniform_slots;
material = other.material;
texturing = other.texturing ? new Texturing(*other.texturing) : 0;
RenderPass::~RenderPass()
{
delete texturing;
- delete shdata;
}
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
- delete shdata;
shdata = new ProgramData(*data);
}
{
renderer.set_texturing(texturing);
renderer.set_material(material.get());
- renderer.set_shader_program(shprog, shdata);
+ renderer.set_shader_program(shprog, shdata.get());
renderer.set_reverse_winding(back_faces);
}