void RenderPass::Loader::material_inline()
{
RefPtr<Material> mat = new Material;
- load_sub(*mat);
+ if(coll)
+ load_sub(*mat, get_collection());
+ else
+ load_sub(*mat);
obj.material = mat;
}
void RenderPass::TextureLoader::texture2d()
{
tex = new Texture2D;
- load_sub(static_cast<Texture2D &>(*tex));
+ if(coll)
+ load_sub(static_cast<Texture2D &>(*tex), get_collection());
+ else
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL