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https://github.com/TorqueGameEngines/Torque3D.git
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Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.
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2142d452d4
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2 changed files with 4 additions and 0 deletions
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@ -41,7 +41,10 @@ RenderPassData::RenderPassData()
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void RenderPassData::reset()
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void RenderPassData::reset()
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{
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{
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for( U32 i = 0; i < Material::MAX_TEX_PER_PASS; ++ i )
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for( U32 i = 0; i < Material::MAX_TEX_PER_PASS; ++ i )
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{
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destructInPlace( &mTexSlot[ i ] );
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destructInPlace( &mTexSlot[ i ] );
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mSamplerNames[ i ].clear();
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}
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dMemset( &mTexSlot, 0, sizeof(mTexSlot) );
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dMemset( &mTexSlot, 0, sizeof(mTexSlot) );
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dMemset( &mTexType, 0, sizeof(mTexType) );
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dMemset( &mTexType, 0, sizeof(mTexType) );
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@ -68,6 +68,7 @@ public:
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} mTexSlot[Material::MAX_TEX_PER_PASS];
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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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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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/// The cubemap to use when the texture type is
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/// set to Material::Cube.
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/// set to Material::Cube.
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