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());