const Matrix& modelViewMatrix,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
+ const Vector3& size,
bool blend);
/**
/**
* Set the uniforms from properties according to the uniform map
+ * @param[in] bufferIndex The index of the previous update buffer.
* @param[in] node The node using the renderer
+ * @param[in] size The size of the renderer
* @param[in] program The shader program on which to set the uniforms.
*/
- void SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, Program& program );
+ void SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program );
/**
* Set the program uniform in the map from the mapped property
* Bind the material textures in the samplers and setup the samplers
* @param[in] textureCache The texture cache
* @param[in] program The shader program
+ * @return False if create or bind failed, true if success.
*/
- void BindTextures( SceneGraph::TextureCache& textureCache, Program& program );
+ bool BindTextures( SceneGraph::TextureCache& textureCache, Program& program );
public: