void Object::Loader::lod_mesh(unsigned l, const string &n)
{
obj.meshes.resize(l+1, 0);
- obj.meshes[l]=&coll.get<Mesh>(n);
+ obj.meshes[l]=coll.get<Mesh>(n);
}
void Object::Loader::material_inline()
void Object::Loader::mesh(const string &n)
{
- obj.meshes[0]=&coll.get<Mesh>(n);
+ obj.meshes[0]=coll.get<Mesh>(n);
}
void Object::Loader::pass(const string &n)
void Object::Loader::shader(const string &n)
{
- Program *shprog=&coll.get<Program>(n);
+ Program *shprog=coll.get<Program>(n);
if(shprog) // Allow for unsupported shaders
{
RefPtr<ProgramData> shdata=new ProgramData;
unsigned eqsign=n.find('=');
if(eqsign!=string::npos)
{
- obj.textures.push_back(&coll.get<Texture>(n.substr(eqsign+1)));
+ obj.textures.push_back(coll.get<Texture>(n.substr(eqsign+1)));
textures.push_back(n.substr(0, eqsign));
}
else
{
- obj.textures.push_back(&coll.get<Texture>(n));
+ obj.textures.push_back(coll.get<Texture>(n));
textures.push_back(n);
}
}
void ObjectPass::Loader::shader(const string &n)
{
- Program *shprog=&coll.get<Program>(n);
+ Program *shprog=coll.get<Program>(n);
if(shprog) // Allow for unsupported shaders
{
RefPtr<ProgramData> shdata=new ProgramData;