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@@ -163,7 +163,7 @@ int CALLBACK WinMain(
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gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
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gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
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fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
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fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
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- ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
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+ ShaderPtr testShader = Shader::create("TestShader");
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testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
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testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
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testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
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testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
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testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
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testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
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@@ -186,13 +186,16 @@ int CALLBACK WinMain(
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newPassDX11->setVertexProgram(vertProgRef);
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newPassDX11->setVertexProgram(vertProgRef);
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newPassDX11->setFragmentProgram(fragProgRef);
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newPassDX11->setFragmentProgram(fragProgRef);
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- MaterialHandle testMaterial = MaterialPtr(new Material());
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+ MaterialHandle testMaterial = Material::create();
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+ testMaterial.waitUntilLoaded(); // TODO - Material doesn't do anything GPU specific, so technically it should be possible to initialize on the spot
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+ // but is that a good idea?
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testMaterial->setShader(testShader);
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testMaterial->setShader(testShader);
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testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
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testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
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gResources().create(testMaterial, "C:\\testMaterial.mat", true);
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gResources().create(testMaterial, "C:\\testMaterial.mat", true);
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testMaterial = static_resource_cast<MaterialHandle>(gResources().load("C:\\testMaterial.mat"));
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testMaterial = static_resource_cast<MaterialHandle>(gResources().load("C:\\testMaterial.mat"));
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+ testMaterial.waitUntilLoaded();
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/*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
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/*TextureRef testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ImportTest.tga"));*/
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TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
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TextureHandle testTex = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
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