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Material: Share material animation states
Rather than store per-usage context animation states in the variant, it is better to manage this information separately, with a state for each usage context (see render/materialcontext.h) at material level.
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#include "render/materialcontext.h" |
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/** @file render/materialcontext.h Material render-contexts | ||
* | ||
* @authors Copyright © 2009-2013 Daniel Swanson <danij@dengine.net> | ||
* | ||
* @par License | ||
* GPL: http://www.gnu.org/licenses/gpl.html | ||
* | ||
* <small>This program is free software; you can redistribute it and/or modify | ||
* it under the terms of the GNU General Public License as published by the | ||
* Free Software Foundation; either version 2 of the License, or (at your | ||
* option) any later version. This program is distributed in the hope that it | ||
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty | ||
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General | ||
* Public License for more details. You should have received a copy of the GNU | ||
* General Public License along with this program; if not, see: | ||
* http://www.gnu.org/licenses</small> | ||
*/ | ||
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#ifndef LIBDENG_RENDER_MATERIALCONTEXT_H | ||
#define LIBDENG_RENDER_MATERIALCONTEXT_H | ||
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/** | ||
* Material render-context identifiers: | ||
* | ||
* @ingroup render | ||
*/ | ||
enum MaterialContextId | ||
{ | ||
FirstMaterialContextId = 0, | ||
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UiContext = FirstMaterialContextId, | ||
MapSurfaceContext, | ||
SpriteContext, | ||
ModelSkinContext, | ||
PSpriteContext, | ||
SkySphereContext, | ||
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LastMaterialContextId = SkySphereContext | ||
}; | ||
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#endif // LIBDENG_RENDER_MATERIALCONTEXT_H |
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