(Material) Set*Map methods now take an object reference...

...instead of a naked pointer.
Also renamed some parameters to make them more explicit.


Former-commit-id: 3b962ba178ffc94d630fb11e005e9992cf93005d
This commit is contained in:
Lynix
2015-02-18 21:03:17 +01:00
parent af94573f5f
commit 2b6dcb4e2b
2 changed files with 53 additions and 53 deletions

View File

@@ -109,31 +109,31 @@ class NAZARA_API NzMaterial : public NzRefCounted, public NzResource
void Reset();
bool SetAlphaMap(const NzString& name);
void SetAlphaMap(NzTexture* map);
bool SetAlphaMap(const NzString& textureName);
void SetAlphaMap(NzTextureRef alphaMap);
void SetAlphaThreshold(float alphaThreshold);
void SetAmbientColor(const NzColor& ambient);
void SetDepthFunc(nzRendererComparison depthFunc);
void SetDiffuseColor(const NzColor& diffuse);
bool SetDiffuseMap(const NzString& name);
void SetDiffuseMap(NzTexture* map);
bool SetDiffuseMap(const NzString& textureName);
void SetDiffuseMap(NzTextureRef diffuseMap);
void SetDiffuseSampler(const NzTextureSampler& sampler);
void SetDstBlend(nzBlendFunc func);
bool SetEmissiveMap(const NzString& name);
void SetEmissiveMap(NzTexture* map);
bool SetEmissiveMap(const NzString& textureName);
void SetEmissiveMap(NzTextureRef textureName);
void SetFaceCulling(nzFaceSide faceSide);
void SetFaceFilling(nzFaceFilling filling);
bool SetHeightMap(const NzString& name);
void SetHeightMap(NzTexture* map);
bool SetNormalMap(const NzString& name);
void SetNormalMap(NzTexture* map);
bool SetHeightMap(const NzString& textureName);
void SetHeightMap(NzTextureRef textureName);
bool SetNormalMap(const NzString& textureName);
void SetNormalMap(NzTextureRef textureName);
void SetRenderStates(const NzRenderStates& states);
void SetShader(const NzUberShader* uberShader);
void SetShader(NzUberShaderConstRef uberShader);
bool SetShader(const NzString& uberShaderName);
void SetShininess(float shininess);
void SetSpecularColor(const NzColor& specular);
bool SetSpecularMap(const NzString& name);
void SetSpecularMap(NzTexture* map);
bool SetSpecularMap(const NzString& textureName);
void SetSpecularMap(NzTextureRef specularMap);
void SetSpecularSampler(const NzTextureSampler& sampler);
void SetSrcBlend(nzBlendFunc func);