class Program;
class ProgramData;
class Renderer;
-class TexEnv;
class Texture;
class Texturing;
private:
unsigned index;
RefPtr<Texture> tex;
- RefPtr<TexEnv> env;
public:
TextureLoader(Texturing &, unsigned, Collection *);
private:
virtual void finish();
- void texenv();
void texture(const std::string &);
void texture2d();
};
std::map<std::string, unsigned> tex_names;
bool back_faces;
- RenderPass &operator=(const RenderPass &);
public:
RenderPass();
RenderPass(const RenderPass &);
+ RenderPass &operator=(const RenderPass &);
~RenderPass();
void set_shader_program(const Program *, const ProgramData *);