void material_inline();
void material(const std::string &);
void texunit(unsigned);
+ void texunit_named(unsigned, const std::string &);
void uniforms();
};
ProgramData *shdata;
RefPtr<const Material> material;
Texturing *texturing;
+ std::map<std::string, unsigned> tex_names;
RenderPass &operator=(const RenderPass &);
public:
const Material *get_material() const { return material.get(); }
void set_texture(unsigned, const Texture *);
const Texturing *get_texturing() const { return texturing; }
+ int get_texture_index(const std::string &) const;
};
} // namespace GL