Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.

This commit is contained in:
LuisAntonRebollo 2014-04-17 17:36:29 +02:00
parent 2142d452d4
commit 0f9bc89f32
2 changed files with 4 additions and 0 deletions

View file

@ -41,7 +41,10 @@ RenderPassData::RenderPassData()
void RenderPassData::reset()
{
for( U32 i = 0; i < Material::MAX_TEX_PER_PASS; ++ i )
{
destructInPlace( &mTexSlot[ i ] );
mSamplerNames[ i ].clear();
}
dMemset( &mTexSlot, 0, sizeof(mTexSlot) );
dMemset( &mTexType, 0, sizeof(mTexType) );

View file

@ -68,6 +68,7 @@ public:
} mTexSlot[Material::MAX_TEX_PER_PASS];
U32 mTexType[Material::MAX_TEX_PER_PASS];
String mSamplerNames[Material::MAX_TEX_PER_PASS];
/// The cubemap to use when the texture type is
/// set to Material::Cube.