Refactor the way you set material properties

Instead	of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
This commit is contained in:
Gregor Parzefall
2023-06-23 11:33:29 +02:00
committed by sfan5
parent b249e4523d
commit 9e0189019e
9 changed files with 48 additions and 243 deletions

View File

@ -147,13 +147,6 @@ namespace scene
return Meshes[0]->getMeshBuffer(material);
}
//! Set a material flag for all meshbuffers of this mesh.
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
{
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->setMaterialFlag(flag, newvalue);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{