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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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@ -690,14 +690,6 @@ void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)
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}
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//! sets a flag of all contained materials to a new value
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void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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for (u32 i=0; i<LocalBuffers.size(); ++i)
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LocalBuffers[i]->Material.setFlag(flag,newvalue);
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}
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//! set the hardware mapping hint, for driver
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void CSkinnedMesh::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
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E_BUFFER_TYPE buffer)
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@ -72,9 +72,6 @@ namespace scene
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//! set user axis aligned bounding box
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void setBoundingBox( const core::aabbox3df& box) override;
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//! sets a flag of all contained materials to a new value
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override;
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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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