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material work, use multibind and dsa in main texture binding
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@@ -20,7 +20,7 @@ typedef int material_handle;
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// for modern opengl this translates to set of attributes for shaders
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struct opengl_material {
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std::array<texture_handle, gl::MAX_TEXTURES> textures = { null_handle };
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std::array<glm::vec4, gl::MAX_PARAMS> params = { glm::vec4(std::numeric_limits<float>::quiet_NaN()) };
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std::array<glm::vec4, gl::MAX_PARAMS> params;
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std::vector<gl::shader::param_entry> params_state;
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std::shared_ptr<gl::program> shader;
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@@ -30,7 +30,7 @@ struct opengl_material {
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std::string name;
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// constructors
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opengl_material() = default;
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opengl_material();
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// methods
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bool
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