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