Graphics: Improve TextureSampler handling
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@@ -89,19 +89,13 @@ int main()
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return __LINE__;
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}
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std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
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std::shared_ptr<Nz::Material> material = std::make_shared<Nz::Material>(Nz::BasicMaterial::GetSettings());
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material->EnableDepthBuffer(true);
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Nz::BasicMaterial basicMat(*material);
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basicMat.EnableAlphaTest(false);
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basicMat.SetAlphaMap(alphaTexture);
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basicMat.SetAlphaSampler(textureSampler);
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basicMat.SetDiffuseMap(texture);
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basicMat.SetDiffuseSampler(textureSampler);
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Nz::Model model(std::move(gfxMesh));
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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