back_faces(other.back_faces)
{ }
+RenderPass &RenderPass::operator=(const RenderPass &other)
+{
+ shprog = other.shprog;
+ shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
+ material = other.material;
+ texturing = other.texturing ? new Texturing(*other.texturing) : 0;
+ tex_names = other.tex_names;
+ back_faces = other.back_faces;
+ return *this;
+}
+
RenderPass::~RenderPass()
{
delete texturing;
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- RefPtr<ProgramData> shd = new ProgramData;
+ RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
load_sub(*shd);
obj.shdata = shd;
}