Graphics: Rename Material to MaterialPass

This commit is contained in:
Jérôme Leclercq
2021-07-13 14:56:52 +02:00
parent f0ea623408
commit 5669b5bc60
18 changed files with 113 additions and 113 deletions

View File

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