use MaterialInstance in Geometry2D&HQFilterTexture
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@@ -48,10 +48,10 @@ private:
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struct MPD
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{
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vulkan::Material * material =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::Material * material =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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vulkan::MaterialInstance * material_instance =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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public:
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@@ -59,7 +59,7 @@ private:
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{
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delete material;
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delete render_obj;
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delete descriptor_sets;
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SAFE_CLEAR(material_instance);
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delete pipeline;
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}
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}nearest,linear,nearest_hq,linear_hq;
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@@ -142,10 +142,10 @@ private:
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if(!mpd->material)
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return(false);
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mpd->descriptor_sets=mpd->material->CreateDescriptorSets();
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mpd->material_instance=mpd->material->CreateInstance();
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mpd->descriptor_sets->BindSampler(mpd->material->GetSampler("tex"),texture,sampler);
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mpd->descriptor_sets->Update();
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mpd->material_instance->BindSampler("tex",texture,sampler);
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mpd->material_instance->Update();
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mpd->render_obj=mpd->material->CreateRenderable(VERTEX_COUNT);
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mpd->render_obj->Set("Vertex",vertex_buffer);
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@@ -164,7 +164,7 @@ private:
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bool Add(struct MPD *mpd,const Matrix4f &offset)
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{
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RenderableInstance *ri=db->CreateRenderableInstance(mpd->pipeline,mpd->descriptor_sets,mpd->render_obj);
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RenderableInstance *ri=db->CreateRenderableInstance(mpd->pipeline,mpd->material_instance->GetDescriptorSets(),mpd->render_obj);
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if(!ri)return(false);
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