texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
}
-void Renderer::set_material(const Material *m)
-{
- if(m)
- add_shader_data(m->get_shader_data());
-}
-
-void Renderer::set_lighting(const Lighting *l)
-{
- if(l)
- add_shader_data(l->get_shader_data());
-}
-
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
}
}
- flush_shader_data_();
+ flush_shader_data();
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
changed |= SHADER_DATA;
}
-void Renderer::flush_shader_data_()
+void Renderer::flush_shader_data()
{
if(shdata_stack.size()>state->shdata_count)
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
void set_texture(Tag, const Texture *, const Sampler * = 0);
private:
void flush_textures();
-public:
- DEPRECATED void set_material(const Material *);
-
- DEPRECATED void set_lighting(const Lighting *);
+public:
/** Sets the shader program to use. As a convenience, uniform values may be
specified at the same time. */
void set_shader_program(const Program *prog, const ProgramData *data = 0);
last will be used. */
void add_shader_data(const ProgramData &data);
- DEPRECATED void flush_shader_data() { flush_shader_data_(); }
private:
- void flush_shader_data_();
+ void flush_shader_data();
public:
void set_vertex_setup(const VertexSetup *);