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fix(render): the matte and tinted copies of a material made again with its season and weather, the primitive of a handle to no chunk told as none
The copies don't update themselves, their names aren't files to read again: after a change of the weather or the season the material got its new textures and its copies kept the old ones. They are made again from it then, under their handles. primitive() of an empty handle or one past the banks read out of the bank list; it gives no_primitive there, -1 from the renderer.
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@@ -145,6 +145,8 @@ public:
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// copy of provided material with its specular highlights and reflections damped. returns: handle to the copy, made once per material
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material_handle
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create_matte( material_handle const Material );
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// copy of provided material with its texture tinted to the colour as far as the userdata of the vertices says. returns: handle to
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// the copy, made once per material and colour; the material itself when its shader can't tint it
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material_handle
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create_tinted( material_handle const Material, glm::vec3 const &Colour );
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opengl_material const &
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@@ -166,6 +168,9 @@ private:
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// checks whether specified texture is in the texture bank. returns texture id, or npos.
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material_handle
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find_in_databank( std::string const &Materialname ) const;
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// the matte and tinted copies of the materials changed with the weather or the season made again from them, under their handles
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void
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update_variants( bool const Weather );
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public:
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// checks whether specified file exists. returns name of the located file, or empty string.
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static std::pair<std::string, std::string>
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