StaticMeshInstance::StaticMeshInstance(StaticMesh *mesh) { m_mesh = mesh; m_renderState = new RENDERSTATE_DEFAULT; ASSERT(m_renderState != NULL); // prepare list of local mesh instance texture overrides // initialize it as an exact copy of the source mesh's textures m_textures = NULL; if (m_mesh->GetNumSubsets() > 0) { m_textures = new Texture*[m_mesh->GetNumSubsets()]; ASSERT(m_textures != NULL); for (uint i = 0; i < m_mesh->GetNumSubsets(); ++i) ResetTexture(i); } }
GLTextureStage::~GLTextureStage() { ResetTexture(); }