Graphics: Rename Material to MaterialPass
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@@ -75,7 +75,7 @@ int main()
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texParams.renderDevice = device;
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texParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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std::shared_ptr<Nz::Material> material = std::make_shared<Nz::Material>(Nz::BasicMaterial::GetSettings());
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std::shared_ptr<Nz::MaterialPass> material = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
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material->EnableDepthBuffer(true);
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material->EnableDepthClamp(true);
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material->EnableFaceCulling(true);
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@@ -111,7 +111,7 @@ int main()
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auto shipCollider = std::make_shared<Nz::ConvexCollider3D>(vertices, vertexMapper.GetVertexCount(), 0.01f);
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std::shared_ptr<Nz::Material> colliderMat = std::make_shared<Nz::Material>(Nz::BasicMaterial::GetSettings());
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std::shared_ptr<Nz::MaterialPass> colliderMat = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
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colliderMat->EnableDepthBuffer(true);
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colliderMat->SetPrimitiveMode(Nz::PrimitiveMode::LineList);
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