Add support for multiple UVs and data driven texture loading. From myconid's patches. Fixes #1493 and fixes #1497.

This was SVN commit r12183.
This commit is contained in:
quantumstate
2012-07-23 22:49:46 +00:00
parent 068fe0cbbb
commit f598101c34
2198 changed files with 3828 additions and 3640 deletions
-7
View File
@@ -103,13 +103,6 @@ void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
m_BindingBaseTex = shader->GetTextureBinding("baseTex");
}
void ShaderRenderModifier::PrepareTexture(const CShaderProgramPtr& shader, CTexture& texture)
{
if (m_BindingBaseTex.Active())
shader->BindTexture(m_BindingBaseTex, texture.GetHandle());
}
void ShaderRenderModifier::PrepareModel(const CShaderProgramPtr& shader, CModel* model)