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Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.
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2 changed files with 4 additions and 0 deletions
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@ -68,6 +68,7 @@ public:
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} mTexSlot[Material::MAX_TEX_PER_PASS];
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U32 mTexType[Material::MAX_TEX_PER_PASS];
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String mSamplerNames[Material::MAX_TEX_PER_PASS];
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/// The cubemap to use when the texture type is
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/// set to Material::Cube.
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