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@@ -29,7 +29,7 @@ OTHER DEALINGS IN THE SOFTWARE.
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namespace crown
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{
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-Material::Material() :
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+MaterialResource::MaterialResource() :
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mAmbient(0.5f, 0.5f, 0.5f, 1.0f),
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mDiffuse(0.5f, 0.5f, 0.5f, 1.0f),
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mSpecular(0.5f, 0.5f, 0.5f, 1.0f),
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@@ -66,363 +66,363 @@ Material::Material() :
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mBlendDst(BF_ONE_MINUS_SRC_ALPHA),
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mBlendColor(0.0f, 0.0f, 0.0f, 0.0f)
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{
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- for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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- {
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- mTextureLayer[i] = 0;
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- }
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+// for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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+// {
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+// mTextureLayer[i] = 0;
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+// }
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}
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-Material::~Material()
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+MaterialResource::~MaterialResource()
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{
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}
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-const Color4& Material::GetAmbient() const
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+const Color4& MaterialResource::GetAmbient() const
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{
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return mAmbient;
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}
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-void Material::SetAmbient(const Color4& ambient)
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+void MaterialResource::SetAmbient(const Color4& ambient)
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{
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mAmbient = ambient;
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}
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-const Color4& Material::GetDiffuse() const
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+const Color4& MaterialResource::GetDiffuse() const
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{
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return mDiffuse;
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}
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-void Material::SetDiffuse(const Color4& diffuse)
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+void MaterialResource::SetDiffuse(const Color4& diffuse)
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{
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mDiffuse = diffuse;
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}
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-const Color4& Material::GetSpecular() const
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+const Color4& MaterialResource::GetSpecular() const
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{
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return mSpecular;
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}
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-void Material::SetSpecular(const Color4& specular)
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+void MaterialResource::SetSpecular(const Color4& specular)
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{
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mSpecular = specular;
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}
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-const Color4& Material::GetEmission() const
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+const Color4& MaterialResource::GetEmission() const
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{
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return mEmission;
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}
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-void Material::SetEmission(const Color4& emission)
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+void MaterialResource::SetEmission(const Color4& emission)
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{
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mEmission = emission;
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}
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-int32_t Material::GetShininess() const
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+int32_t MaterialResource::GetShininess() const
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{
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return mShininess;
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}
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-void Material::SetShininess(int32_t shininess)
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+void MaterialResource::SetShininess(int32_t shininess)
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{
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mShininess = shininess;
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}
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-bool Material::GetLighting() const
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+bool MaterialResource::GetLighting() const
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{
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return mLighting;
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}
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-void Material::SetLighting(bool lighting)
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+void MaterialResource::SetLighting(bool lighting)
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{
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mLighting = lighting;
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}
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-bool Material::GetTexturing() const
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+bool MaterialResource::GetTexturing() const
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{
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return mTexturing;
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}
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-void Material::SetTexturing(bool texturing)
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+void MaterialResource::SetTexturing(bool texturing)
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{
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mTexturing = texturing;
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}
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-bool Material::GetBackfaceCulling() const
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+bool MaterialResource::GetBackfaceCulling() const
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{
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return mBackfaceCulling;
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}
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-void Material::SetBackfaceCulling(bool culling)
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+void MaterialResource::SetBackfaceCulling(bool culling)
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{
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mBackfaceCulling = culling;
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}
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-bool Material::GetSeparateSpecularColor() const
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+bool MaterialResource::GetSeparateSpecularColor() const
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{
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return mSeparateSpecularColor;
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}
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-void Material::SetSeparateSpecularColor(bool separate)
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+void MaterialResource::SetSeparateSpecularColor(bool separate)
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{
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mSeparateSpecularColor = separate;
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}
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-bool Material::GetDepthTest() const
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+bool MaterialResource::GetDepthTest() const
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{
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return mDepthTest;
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}
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-void Material::SetDepthTest(bool test)
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+void MaterialResource::SetDepthTest(bool test)
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{
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mDepthTest = test;
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}
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-bool Material::GetDepthWrite() const
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+bool MaterialResource::GetDepthWrite() const
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{
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return mDepthWrite;
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}
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-void Material::SetDepthWrite(bool write)
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+void MaterialResource::SetDepthWrite(bool write)
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{
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mDepthWrite = write;
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}
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-bool Material::GetRescaleNormals() const
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+bool MaterialResource::GetRescaleNormals() const
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{
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return mRescaleNormals;
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}
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-void Material::SetRescaleNormals(bool rescale)
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+void MaterialResource::SetRescaleNormals(bool rescale)
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{
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mRescaleNormals = rescale;
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}
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-bool Material::GetBlending() const
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+bool MaterialResource::GetBlending() const
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{
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return mBlending;
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}
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-void Material::SetBlending(bool blending)
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+void MaterialResource::SetBlending(bool blending)
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{
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mBlending = blending;
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}
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-bool Material::GetColorWrite() const
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+bool MaterialResource::GetColorWrite() const
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{
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return mColorWrite;
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}
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-void Material::SetColorWrite(bool write)
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+void MaterialResource::SetColorWrite(bool write)
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{
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mColorWrite = write;
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}
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-bool Material::GetFog() const
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+bool MaterialResource::GetFog() const
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{
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return mFog;
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}
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-void Material::SetFog(bool fog)
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+void MaterialResource::SetFog(bool fog)
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{
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mFog = fog;
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}
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-bool Material::GetAlphaTest() const
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+bool MaterialResource::GetAlphaTest() const
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{
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return mAlphaTest;
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}
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-void Material::SetAlphaTest(bool test)
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+void MaterialResource::SetAlphaTest(bool test)
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{
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mAlphaTest = test;
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}
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-bool Material::GetPointSprite() const
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+bool MaterialResource::GetPointSprite() const
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{
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return mPointSprite;
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}
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-void Material::SetPointSprite(bool sprite)
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+void MaterialResource::SetPointSprite(bool sprite)
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{
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mPointSprite = sprite;
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}
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-ShadingType Material::GetShadingType() const
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+ShadingType MaterialResource::GetShadingType() const
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{
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return mShadingType;
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}
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-void Material::SetShadingType(ShadingType type)
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+void MaterialResource::SetShadingType(ShadingType type)
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{
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mShadingType = type;
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}
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-PolygonMode Material::GetPolygonMode() const
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+PolygonMode MaterialResource::GetPolygonMode() const
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{
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return mPolygonMode;
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}
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-void Material::SetPolygonMode(PolygonMode mode)
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+void MaterialResource::SetPolygonMode(PolygonMode mode)
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{
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mPolygonMode = mode;
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}
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-FrontFace Material::GetFrontFace() const
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+FrontFace MaterialResource::GetFrontFace() const
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{
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return mFrontFace;
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}
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-void Material::SetFrontFace(FrontFace front)
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+void MaterialResource::SetFrontFace(FrontFace front)
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{
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mFrontFace = front;
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}
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-CompareFunction Material::GetDepthFunc() const
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+CompareFunction MaterialResource::GetDepthFunc() const
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{
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return mDepthFunc;
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}
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-void Material::SetDepthFunc(CompareFunction func)
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+void MaterialResource::SetDepthFunc(CompareFunction func)
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{
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mDepthFunc = func;
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}
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-FogMode Material::GetFogMode() const
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+FogMode MaterialResource::GetFogMode() const
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{
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return mFogMode;
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}
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-void Material::SetFogMode(FogMode mode)
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+void MaterialResource::SetFogMode(FogMode mode)
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{
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mFogMode = mode;
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}
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-float Material::GetFogDensity() const
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+float MaterialResource::GetFogDensity() const
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{
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return mFogDensity;
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}
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-void Material::SetFogDensity(float density)
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+void MaterialResource::SetFogDensity(float density)
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{
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mFogDensity = density;
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}
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-float Material::GetFogStart() const
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+float MaterialResource::GetFogStart() const
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{
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return mFogStart;
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}
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-void Material::SetFogStart(float start)
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+void MaterialResource::SetFogStart(float start)
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{
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mFogStart = start;
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}
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-float Material::GetFogEnd() const
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+float MaterialResource::GetFogEnd() const
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{
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return mFogEnd;
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}
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-void Material::SetFogEnd(float end)
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+void MaterialResource::SetFogEnd(float end)
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{
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mFogEnd = end;
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}
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-const Color4& Material::GetFogColor() const
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+const Color4& MaterialResource::GetFogColor() const
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{
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return mFogColor;
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}
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-void Material::SetFogColor(const Color4& color)
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+void MaterialResource::SetFogColor(const Color4& color)
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{
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mFogColor = color;
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}
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-CompareFunction Material::GetAlphaFunc() const
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+CompareFunction MaterialResource::GetAlphaFunc() const
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{
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return mAlphaFunc;
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}
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-void Material::SetAlphaFunction(CompareFunction func)
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+void MaterialResource::SetAlphaFunction(CompareFunction func)
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{
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mAlphaFunc = func;
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}
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-float Material::GetAlphaRef() const
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+float MaterialResource::GetAlphaRef() const
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{
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return mAlphaRef;
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}
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-void Material::SetAlphaRef(float ref)
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+void MaterialResource::SetAlphaRef(float ref)
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{
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mAlphaRef = ref;
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}
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-float Material::GetPointSize() const
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+float MaterialResource::GetPointSize() const
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{
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return mPointSize;
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}
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-void Material::SetPointSize(float size)
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+void MaterialResource::SetPointSize(float size)
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{
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mPointSize = size;
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}
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-float Material::GetPointSizeMin() const
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+float MaterialResource::GetPointSizeMin() const
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{
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return mPointSizeMin;
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}
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-void Material::SetPointSizeMin(float min)
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+void MaterialResource::SetPointSizeMin(float min)
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{
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mPointSizeMin = min;
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}
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-float Material::GetPointSizeMax() const
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+float MaterialResource::GetPointSizeMax() const
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{
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return mPointSizeMax;
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}
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-void Material::SetPointSizeMax(float max)
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+void MaterialResource::SetPointSizeMax(float max)
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{
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mPointSizeMax = max;
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}
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-BlendFunction Material::GetSrcBlendFunc() const
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+BlendFunction MaterialResource::GetSrcBlendFunc() const
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{
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return mBlendSrc;
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}
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-void Material::SetSrcBlendFunc(BlendFunction src)
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+void MaterialResource::SetSrcBlendFunc(BlendFunction src)
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{
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mBlendSrc = src;
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}
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-BlendFunction Material::GetDstBlendFunc() const
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+BlendFunction MaterialResource::GetDstBlendFunc() const
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{
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return mBlendDst;
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}
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-void Material::SetDstBlendFunc(BlendFunction dst)
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+void MaterialResource::SetDstBlendFunc(BlendFunction dst)
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{
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mBlendDst = dst;
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}
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-void Material::SetBlendFunc(BlendFunction src, BlendFunction dst)
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+void MaterialResource::SetBlendFunc(BlendFunction src, BlendFunction dst)
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{
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mBlendSrc = src;
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mBlendDst = dst;
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}
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-Color4& Material::GetBlendColor()
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+Color4& MaterialResource::GetBlendColor()
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{
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return mBlendColor;
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}
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-void Material::SetBlendColor(const Color4& color)
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+void MaterialResource::SetBlendColor(const Color4& color)
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{
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mBlendColor = color;
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}
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-bool Material::SetTextureLayer(uint32_t layer, Texture* texture)
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+bool MaterialResource::SetTextureLayer(uint32_t layer, ResourceId texture)
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{
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if (layer >= MAX_TEXTURE_LAYERS)
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{
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@@ -433,47 +433,47 @@ bool Material::SetTextureLayer(uint32_t layer, Texture* texture)
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return true;
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}
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-Texture* Material::GetTextureLayer(uint32_t layer) const
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+ResourceId MaterialResource::GetTextureLayer(uint32_t layer) const
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{
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- if (layer >= MAX_TEXTURE_LAYERS)
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- {
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- return 0;
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- }
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+// if (layer >= MAX_TEXTURE_LAYERS)
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+// {
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+// return 0;
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+// }
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return mTextureLayer[layer];
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}
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-void Material::SetTextureMode(TextureMode mode)
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+void MaterialResource::SetTextureMode(TextureMode mode)
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{
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- for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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- {
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- if (mTextureLayer[i] == 0)
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- continue;
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+// for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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+// {
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+// if (mTextureLayer[i] == 0)
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+// continue;
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- mTextureLayer[i]->SetMode(mode);
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- }
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+// mTextureLayer[i]->SetMode(mode);
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+// }
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}
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-void Material::SetTextureFilter(TextureFilter filter)
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+void MaterialResource::SetTextureFilter(TextureFilter filter)
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{
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- for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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- {
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- if (mTextureLayer[i] == 0)
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- continue;
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+// for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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+// {
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+// if (mTextureLayer[i] == 0)
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+// continue;
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- mTextureLayer[i]->SetFilter(filter);
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- }
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+// mTextureLayer[i]->SetFilter(filter);
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+// }
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}
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-void Material::SetTextureWrap(TextureWrap wrap)
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+void MaterialResource::SetTextureWrap(TextureWrap wrap)
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{
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- for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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- {
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- if (mTextureLayer[i] == 0)
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- continue;
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+// for (uint32_t i = 0; i < MAX_TEXTURE_LAYERS; i++)
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|
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+// {
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+// if (mTextureLayer[i] == 0)
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+// continue;
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- mTextureLayer[i]->SetWrap(wrap);
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- }
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+// mTextureLayer[i]->SetWrap(wrap);
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+// }
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}
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} // namespace crown
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