return replaced;
}
+bool Technique::replace_material(const string &slot, const Material &mat)
+{
+ bool replaced = false;
+ for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ const string &pass_slot = i->second.get_material_slot_name();
+ if(!pass_slot.empty() && pass_slot==slot)
+ {
+ i->second.set_material(&mat);
+ replaced = true;
+ }
+ }
+
+ return replaced;
+}
+
bool Technique::has_shaders() const
{
for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
add("texture", &InheritLoader::texture);
}
-void Technique::InheritLoader::material(const string &pass_tag, const string &name)
+void Technique::InheritLoader::material(const string &slot, const string &name)
{
- RenderPass &pass = get_item(obj.passes, pass_tag);
const Material &mat = get_collection().get<Material>(name);
+ if(obj.replace_material(slot, mat))
+ return;
+
+ // For backwards compatibility
+ RenderPass &pass = get_item(obj.passes, slot);
if(const Material *base_mat = pass.get_material())
{
for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)