named target material reload clean

clean up the previous requirements for namedTarget to display on a material
This commit is contained in:
marauder2k7 2025-03-27 08:31:28 +00:00
parent 3b70689abc
commit a8d7664fc2
2 changed files with 2 additions and 48 deletions

View file

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