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
This commit is contained in:
Lynix
2014-02-21 19:27:39 +01:00
parent 4ee2ceaef0
commit 86bdab9055
147 changed files with 2693 additions and 4135 deletions

View File

@@ -46,6 +46,7 @@ m_textureCoords(sprite.m_textureCoords),
m_size(sprite.m_size),
m_boundingVolumeUpdated(sprite.m_boundingVolumeUpdated)
{
SetParent(sprite);
}
NzSprite::NzSprite(NzSprite&& sprite) :
@@ -161,9 +162,9 @@ bool NzSprite::FrustumCull(const NzFrustumf& frustum)
return frustum.Contains(m_boundingVolume);
}
void NzSprite::Invalidate()
void NzSprite::InvalidateNode()
{
NzSceneNode::Invalidate();
NzSceneNode::InvalidateNode();
m_boundingVolumeUpdated = false;
}