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

@ -117,13 +117,6 @@ namespace scene
}
}
//! sets a flag of all contained materials to a new value
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
{
for (u32 i=0; i<MeshBuffers.size(); ++i)
MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{