finalize_material(0);
}
-void RenderPass::set_texture(unsigned index, const Texture *tex)
+void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
{
if(!texturing)
texturing = new Texturing;
- texturing->attach(index, *tex, texturing->get_attached_sampler(index));
+ texturing->attach(index, *tex, (samp ? samp : texturing->get_attached_sampler(index)));
}
int RenderPass::get_texture_index(const string &n) const
void set_material(const Material *);
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }
- void set_texture(unsigned, const Texture *);
+ void set_texture(unsigned, const Texture *, const Sampler * = 0);
const Texturing *get_texturing() const { return texturing; }
int get_texture_index(const std::string &) const;
void set_back_faces(bool);