state->material = m;
}
-void Renderer::set_shader(const Program *p, const ProgramData *d)
+void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
- if(d)
- state->shdata.assign(1, d);
- else
- state->shdata.clear();
+ if(p && d)
+ add_shader_data(*d);
shdata_changed = true;
}
-void Renderer::add_shader_data(const ProgramData *d)
+void Renderer::add_shader_data(const ProgramData &d)
{
- if(!state->shprog)
- throw invalid_operation("Renderer::add_shader_data");
-
- state->shdata.push_back(d);
+ state->shdata.push_back(&d);
shdata_changed = true;
}