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Remove trivial copy constructors and operators
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@ -328,53 +328,6 @@ namespace video
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*this = other;
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}
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//! Assignment operator
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/** \param other Material to copy from. */
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SMaterial& operator=(const SMaterial& other)
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{
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// Check for self-assignment!
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if (this == &other)
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return *this;
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MaterialType = other.MaterialType;
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AmbientColor = other.AmbientColor;
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DiffuseColor = other.DiffuseColor;
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EmissiveColor = other.EmissiveColor;
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SpecularColor = other.SpecularColor;
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Shininess = other.Shininess;
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MaterialTypeParam = other.MaterialTypeParam;
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MaterialTypeParam2 = other.MaterialTypeParam2;
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Thickness = other.Thickness;
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES_USED; ++i)
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{
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TextureLayer[i] = other.TextureLayer[i];
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}
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Wireframe = other.Wireframe;
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PointCloud = other.PointCloud;
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GouraudShading = other.GouraudShading;
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Lighting = other.Lighting;
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ZWriteEnable = other.ZWriteEnable;
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BackfaceCulling = other.BackfaceCulling;
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FrontfaceCulling = other.FrontfaceCulling;
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FogEnable = other.FogEnable;
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NormalizeNormals = other.NormalizeNormals;
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ZBuffer = other.ZBuffer;
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AntiAliasing = other.AntiAliasing;
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ColorMask = other.ColorMask;
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ColorMaterial = other.ColorMaterial;
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BlendOperation = other.BlendOperation;
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BlendFactor = other.BlendFactor;
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PolygonOffsetFactor = other.PolygonOffsetFactor;
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PolygonOffsetDirection = other.PolygonOffsetDirection;
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PolygonOffsetDepthBias = other.PolygonOffsetDepthBias;
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PolygonOffsetSlopeScale = other.PolygonOffsetSlopeScale;
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UseMipMaps = other.UseMipMaps;
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return *this;
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}
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//! Texture layer array.
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SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES];
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