for( uint32_t i(textureCount); i<=index; ++i )
{
- mTextures[i] = NULL;
+ mTextures[i] = nullptr;
if( !samplerExist )
{
- mSamplers[i] = NULL;
+ mSamplers[i] = nullptr;
}
}
}
mTextures[index]= texture;
- Render::Texture* renderTexture(0);
+ Render::Texture* renderTexture(nullptr);
if( texture )
{
renderTexture = texture->GetRenderObject();
Texture* TextureSet::GetTexture( uint32_t index ) const
{
- Texture* result(0);
+ Texture* result(nullptr);
if( index < mTextures.size() )
{
result = mTextures[index].Get();
mSamplers.resize( index + 1 );
for( uint32_t i = samplerCount; i<=index; ++i )
{
- mSamplers[i] = NULL;
+ mSamplers[i] = nullptr;
}
}
mSamplers[index] = sampler;
- Render::Sampler* renderSampler(0);
+ Render::Sampler* renderSampler(nullptr);
if( sampler )
{
renderSampler = sampler->GetSamplerRenderObject();
Sampler* TextureSet::GetSampler( uint32_t index ) const
{
- Sampler* result(0);
+ Sampler* result(nullptr);
if( index < mSamplers.size() )
{
result = mSamplers[index].Get();
TextureSet::TextureSet()
:mEventThreadServices( EventThreadServices::Get() ),
- mSceneObject( NULL )
+ mSceneObject( nullptr )
{
}