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Refactor the way you set material properties
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
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15 changed files with 202 additions and 171 deletions
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@ -50,9 +50,11 @@ static video::SMaterial baseMaterial()
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static inline void disableTextureFiltering(video::SMaterial &mat)
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{
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mat.setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
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mat.setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
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mat.setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.BilinearFilter = false;
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tex.TrilinearFilter = false;
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tex.AnisotropicFilter = 0;
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});
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}
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Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :
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