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