Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
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@@ -48,13 +48,6 @@ NzScene::NzScene()
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NzScene::~NzScene()
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{
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const std::vector<NzNode*>& childs = m_impl->root.GetChilds();
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for (NzNode* child : childs)
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{
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if (child->GetNodeType() == nzNodeType_Scene)
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static_cast<NzSceneNode*>(child)->SetScene(nullptr);
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}
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delete m_impl;
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}
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