Material material = mImpl->mRenderer.GetMaterial();
if( material )
{
- for( std::size_t i = 0; i < material.GetNumberOfSamplers(); ++i )
+ int index = material.GetTextureIndex(TEXTURE_UNIFORM_NAME);
+ if( index != -1 )
{
- Sampler sampler = material.GetSamplerAt( i );
- if( sampler.GetUniformName() == TEXTURE_UNIFORM_NAME )
- {
- sampler.SetImage( mImage );
- return;
- }
+ material.SetTextureImage( index, mImage );
+ return;
}
- Sampler sampler = Sampler::New( mImage, TEXTURE_UNIFORM_NAME );
- material.AddSampler( sampler );
+ material.AddTexture( mImage,TEXTURE_UNIFORM_NAME );
}
}
}