return get_item(passes, tag);
}
-void Technique::replace_texture(const string &slot, const Texture &tex)
+bool Technique::replace_texture(const string &slot, const Texture &tex)
{
+ bool replaced = false;
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);
+ if(index>=0)
+ {
+ i->second.set_texture(index, &tex);
+ replaced = true;
+ }
}
+
+ return replaced;
}
bool Technique::has_shaders() const
void Technique::InheritLoader::texture(const string &slot, const string &name)
{
- obj.replace_texture(slot, get_collection().get<Texture>(name));
+ if(!obj.replace_texture(slot, get_collection().get<Texture>(name)))
+ throw key_error(slot);
}
} // namespace GL
bool has_pass(const Tag &) const;
const RenderPass &get_pass(const Tag &) const;
const PassMap &get_passes() const { return passes; }
- void replace_texture(const std::string &, const Texture &);
+ bool replace_texture(const std::string &, const Texture &);
bool has_shaders() const;
};