(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
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@ -109,31 +109,31 @@ class NAZARA_API NzMaterial : public NzRefCounted, public NzResource
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void Reset();
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void Reset();
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bool SetAlphaMap(const NzString& name);
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bool SetAlphaMap(const NzString& textureName);
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void SetAlphaMap(NzTexture* map);
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void SetAlphaMap(NzTextureRef alphaMap);
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void SetAlphaThreshold(float alphaThreshold);
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void SetAlphaThreshold(float alphaThreshold);
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void SetAmbientColor(const NzColor& ambient);
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void SetAmbientColor(const NzColor& ambient);
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void SetDepthFunc(nzRendererComparison depthFunc);
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void SetDepthFunc(nzRendererComparison depthFunc);
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void SetDiffuseColor(const NzColor& diffuse);
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void SetDiffuseColor(const NzColor& diffuse);
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bool SetDiffuseMap(const NzString& name);
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bool SetDiffuseMap(const NzString& textureName);
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void SetDiffuseMap(NzTexture* map);
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void SetDiffuseMap(NzTextureRef diffuseMap);
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void SetDiffuseSampler(const NzTextureSampler& sampler);
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void SetDiffuseSampler(const NzTextureSampler& sampler);
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void SetDstBlend(nzBlendFunc func);
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void SetDstBlend(nzBlendFunc func);
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bool SetEmissiveMap(const NzString& name);
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bool SetEmissiveMap(const NzString& textureName);
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void SetEmissiveMap(NzTexture* map);
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void SetEmissiveMap(NzTextureRef textureName);
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void SetFaceCulling(nzFaceSide faceSide);
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void SetFaceCulling(nzFaceSide faceSide);
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void SetFaceFilling(nzFaceFilling filling);
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void SetFaceFilling(nzFaceFilling filling);
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bool SetHeightMap(const NzString& name);
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bool SetHeightMap(const NzString& textureName);
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void SetHeightMap(NzTexture* map);
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void SetHeightMap(NzTextureRef textureName);
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bool SetNormalMap(const NzString& name);
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bool SetNormalMap(const NzString& textureName);
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void SetNormalMap(NzTexture* map);
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void SetNormalMap(NzTextureRef textureName);
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void SetRenderStates(const NzRenderStates& states);
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void SetRenderStates(const NzRenderStates& states);
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void SetShader(const NzUberShader* uberShader);
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void SetShader(NzUberShaderConstRef uberShader);
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bool SetShader(const NzString& uberShaderName);
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bool SetShader(const NzString& uberShaderName);
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void SetShininess(float shininess);
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void SetShininess(float shininess);
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void SetSpecularColor(const NzColor& specular);
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void SetSpecularColor(const NzColor& specular);
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bool SetSpecularMap(const NzString& name);
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bool SetSpecularMap(const NzString& textureName);
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void SetSpecularMap(NzTexture* map);
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void SetSpecularMap(NzTextureRef specularMap);
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void SetSpecularSampler(const NzTextureSampler& sampler);
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void SetSpecularSampler(const NzTextureSampler& sampler);
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void SetSrcBlend(nzBlendFunc func);
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void SetSrcBlend(nzBlendFunc func);
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@ -406,23 +406,23 @@ void NzMaterial::Reset()
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SetShader("Basic");
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SetShader("Basic");
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}
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}
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bool NzMaterial::SetAlphaMap(const NzString& name)
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bool NzMaterial::SetAlphaMap(const NzString& textureName)
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{
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{
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NzTextureRef texture = NzTextureLibrary::Query(name);
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NzTextureRef texture = NzTextureLibrary::Query(textureName);
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if (!texture)
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if (!texture)
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{
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{
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texture = NzTextureManager::Get(name);
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texture = NzTextureManager::Get(textureName);
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if (!texture)
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if (!texture)
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return false;
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return false;
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}
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}
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SetAlphaMap(texture);
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SetAlphaMap(std::move(texture));
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return true;
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return true;
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}
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}
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void NzMaterial::SetAlphaMap(NzTexture* map)
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void NzMaterial::SetAlphaMap(NzTextureRef alphaMap)
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{
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{
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m_alphaMap = map;
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m_alphaMap = std::move(alphaMap);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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@ -447,23 +447,23 @@ void NzMaterial::SetDiffuseColor(const NzColor& diffuse)
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m_diffuseColor = diffuse;
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m_diffuseColor = diffuse;
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}
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}
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bool NzMaterial::SetDiffuseMap(const NzString& name)
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bool NzMaterial::SetDiffuseMap(const NzString& textureName)
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{
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{
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NzTextureRef texture = NzTextureLibrary::Query(name);
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NzTextureRef texture = NzTextureLibrary::Query(textureName);
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if (!texture)
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if (!texture)
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{
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{
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texture = NzTextureManager::Get(name);
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texture = NzTextureManager::Get(textureName);
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if (!texture)
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if (!texture)
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return false;
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return false;
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}
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}
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SetDiffuseMap(texture);
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SetDiffuseMap(std::move(texture));
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return true;
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return true;
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}
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}
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void NzMaterial::SetDiffuseMap(NzTexture* map)
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void NzMaterial::SetDiffuseMap(NzTextureRef diffuseMap)
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{
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{
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m_diffuseMap = map;
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m_diffuseMap = std::move(diffuseMap);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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@ -478,23 +478,23 @@ void NzMaterial::SetDstBlend(nzBlendFunc func)
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m_states.dstBlend = func;
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m_states.dstBlend = func;
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}
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}
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bool NzMaterial::SetEmissiveMap(const NzString& name)
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bool NzMaterial::SetEmissiveMap(const NzString& textureName)
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{
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{
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NzTextureRef texture = NzTextureLibrary::Query(name);
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NzTextureRef texture = NzTextureLibrary::Query(textureName);
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if (!texture)
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if (!texture)
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{
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{
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texture = NzTextureManager::Get(name);
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texture = NzTextureManager::Get(textureName);
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if (!texture)
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if (!texture)
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return false;
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return false;
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}
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}
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SetEmissiveMap(texture);
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SetEmissiveMap(std::move(texture));
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return true;
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return true;
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}
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}
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void NzMaterial::SetEmissiveMap(NzTexture* map)
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void NzMaterial::SetEmissiveMap(NzTextureRef emissiveMap)
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{
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{
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m_emissiveMap = map;
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m_emissiveMap = std::move(emissiveMap);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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@ -509,44 +509,44 @@ void NzMaterial::SetFaceFilling(nzFaceFilling filling)
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m_states.faceFilling = filling;
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m_states.faceFilling = filling;
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}
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}
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bool NzMaterial::SetHeightMap(const NzString& name)
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bool NzMaterial::SetHeightMap(const NzString& textureName)
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{
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{
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NzTextureRef texture = NzTextureLibrary::Query(name);
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NzTextureRef texture = NzTextureLibrary::Query(textureName);
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if (!texture)
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if (!texture)
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{
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{
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texture = NzTextureManager::Get(name);
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texture = NzTextureManager::Get(textureName);
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if (!texture)
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if (!texture)
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return false;
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return false;
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}
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}
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SetHeightMap(texture);
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SetHeightMap(std::move(texture));
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return true;
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return true;
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}
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}
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void NzMaterial::SetHeightMap(NzTexture* map)
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void NzMaterial::SetHeightMap(NzTextureRef heightMap)
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{
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{
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m_heightMap = map;
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m_heightMap = std::move(heightMap);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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bool NzMaterial::SetNormalMap(const NzString& name)
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bool NzMaterial::SetNormalMap(const NzString& textureName)
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{
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{
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NzTextureRef texture = NzTextureLibrary::Query(name);
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NzTextureRef texture = NzTextureLibrary::Query(textureName);
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if (!texture)
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if (!texture)
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{
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{
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texture = NzTextureManager::Get(name);
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texture = NzTextureManager::Get(textureName);
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if (!texture)
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if (!texture)
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return false;
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return false;
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}
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}
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SetNormalMap(texture);
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SetNormalMap(std::move(texture));
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return true;
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return true;
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}
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}
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void NzMaterial::SetNormalMap(NzTexture* map)
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void NzMaterial::SetNormalMap(NzTextureRef normalMap)
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{
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{
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m_normalMap = map;
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m_normalMap = std::move(normalMap);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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@ -556,20 +556,20 @@ void NzMaterial::SetRenderStates(const NzRenderStates& states)
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m_states = states;
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m_states = states;
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}
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}
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void NzMaterial::SetShader(const NzUberShader* uberShader)
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void NzMaterial::SetShader(NzUberShaderConstRef uberShader)
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{
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{
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m_uberShader = uberShader;
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m_uberShader = std::move(uberShader);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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bool NzMaterial::SetShader(const NzString& uberShaderName)
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bool NzMaterial::SetShader(const NzString& uberShaderName)
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{
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{
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NzUberShader* uberShader = NzUberShaderLibrary::Get(uberShaderName);
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NzUberShaderConstRef uberShader = NzUberShaderLibrary::Get(uberShaderName);
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if (!uberShader)
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if (!uberShader)
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return false;
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return false;
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SetShader(uberShader);
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SetShader(std::move(uberShader));
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return true;
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return true;
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}
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}
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@ -583,23 +583,23 @@ void NzMaterial::SetSpecularColor(const NzColor& specular)
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m_specularColor = specular;
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m_specularColor = specular;
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}
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}
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bool NzMaterial::SetSpecularMap(const NzString& name)
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bool NzMaterial::SetSpecularMap(const NzString& textureName)
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{
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{
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NzTextureRef texture = NzTextureLibrary::Query(name);
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NzTextureRef texture = NzTextureLibrary::Query(textureName);
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if (!texture)
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if (!texture)
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{
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{
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texture = NzTextureManager::Get(name);
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texture = NzTextureManager::Get(textureName);
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if (!texture)
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if (!texture)
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return false;
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return false;
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}
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}
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SetSpecularMap(texture);
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SetSpecularMap(std::move(texture));
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return true;
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return true;
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}
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}
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void NzMaterial::SetSpecularMap(NzTexture* map)
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void NzMaterial::SetSpecularMap(NzTextureRef specularMap)
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{
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{
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m_specularMap = map;
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m_specularMap = std::move(specularMap);
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InvalidateShaders();
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InvalidateShaders();
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}
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}
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