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named target material reload clean
clean up the previous requirements for namedTarget to display on a material
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3b70689abc
commit
a8d7664fc2
2 changed files with 2 additions and 48 deletions
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@ -113,15 +113,9 @@ public:
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/// procedural shaders have been flushed.
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typedef Signal<void()> FlushSignal;
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/// Returns the signal used to notify systems that the
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/// procedural shaders have been flushed.
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FlushSignal& getFlushSignal() { return mFlushSignal; }
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/// Flushes all the procedural shaders and re-initializes all
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/// the active materials instances immediately.
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void flushAndReInitInstances();
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// Flush the instance
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void flushInstance( BaseMaterialDefinition *target );
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/// Re-initializes the material instances for a specific target material.
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void reInitInstance( BaseMaterialDefinition *target );
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protected:
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@ -158,8 +152,6 @@ protected:
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/// If set we flush and reinitialize all materials at the
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/// start of the next rendered frame.
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bool mFlushAndReInit;
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bool mMatDefShouldReload;
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bool mMatDefShouldFlush;
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// material map
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typedef Map<String, String> MaterialMap;
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@ -174,8 +166,6 @@ protected:
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F32 mDampness;
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BaseMatInstance* mWarningInst;
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BaseMaterialDefinition* mMatDefToFlush;
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BaseMaterialDefinition* mMatDefToReload;
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/// The default max anisotropy used in texture filtering.
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S32 mDefaultAnisotropy;
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