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@ -87,7 +87,7 @@ void Shader::setVector3(shaderparameter_t uniform, glm::vec3 vector) {
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void Shader::setTexture(
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shaderparameter_t param,
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std::shared_ptr<Texture> texture
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Texture *texture
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) {
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if(texture == nullptr || !texture->isReady()) {
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this->bindTexture(param, nullptr);
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@ -51,7 +51,7 @@ namespace Dawn {
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*/
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virtual void bindTexture(
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shaderparameter_t param,
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std::shared_ptr<Texture> texture
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Texture *texture
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) = 0;
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@ -75,10 +75,7 @@ namespace Dawn {
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void setBoolean(shaderparameter_t parameter, bool_t value) override;
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void setColor(shaderparameter_t parameter, struct Color color) override;
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void setVector3(shaderparameter_t parameter, glm::vec3 vector) override;
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void setTexture(
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shaderparameter_t parameter,
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std::shared_ptr<Texture> texture
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) override;
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void setTexture(shaderparameter_t parameter, Texture *texture) override;
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/**
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* Destroys and deletes the shader from the GPU.
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@ -43,7 +43,7 @@ namespace Dawn {
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void bindTexture(
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shaderparameter_t param,
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std::shared_ptr<Texture> texture
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Texture *texture
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) override {
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if(texture == nullptr) {
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this->setBoolean(this->paramHasTexture, false);
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@ -43,7 +43,7 @@ namespace Dawn {
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void bindTexture(
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shaderparameter_t param,
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std::shared_ptr<Texture> texture
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Texture *texture
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) override {
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if(texture == nullptr) {
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this->setBoolean(this->paramHasTexture, false);
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@ -108,7 +108,7 @@ namespace Dawn {
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this->setMatrix(this->paramModel, model);
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}
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void setUITexture(std::shared_ptr<Texture> texture) {
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void setUITexture(Texture *texture) {
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this->bindTexture(this->paramTexture, texture);
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}
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