void NewRenderer::DoSetBlending( Context& context, BufferIndex bufferIndex )
{
- context.SetBlend(mUseBlend); // @todo MESH_REWORK Should use a RendererDataProvider
-
- if( mUseBlend )
+ bool blend = mRenderDataProvider->GetUseBlend( bufferIndex );
+ context.SetBlend( blend );
+ if( blend )
{
const MaterialDataProvider& material = mRenderDataProvider->GetMaterial();
GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
if( -1 != sizeLoc )
{
- Vector3 size = mDataProvider.GetRenderSize( bufferIndex );
+ Vector3 size = mDataProvider->GetRenderSize( bufferIndex );
program.SetUniform3f( sizeLoc, size.x, size.y, size.z );
}
}