return get_item(passes, tag);
}
+void Technique::replace_texture(const string &slot, const Texture &tex)
+{
+ for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ int index = i->second.get_texture_index(slot);
+ if(index<0)
+ continue;
+ i->second.set_texture(index, &tex);
+ }
+}
+
bool Technique::has_shaders() const
{
for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
void Technique::InheritLoader::texture(const string &slot, const string &name)
{
- Texture &tex = get_collection().get<Texture>(name);
- for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
- {
- int index = i->second.get_texture_index(slot);
- if(index<0)
- continue;
- i->second.set_texture(index, &tex);
- }
+ obj.replace_texture(slot, get_collection().get<Texture>(name));
}
} // namespace GL
bool has_pass(const GL::Tag &) const;
const RenderPass &get_pass(const GL::Tag &) const;
const PassMap &get_passes() const { return passes; }
+ void replace_texture(const std::string &, const Texture &);
bool has_shaders() const;
};