void ProcessedMaterial::_initRenderPassDataStateBlocks() { for (U32 pass = 0; pass < mPasses.size(); pass++) _initRenderStateStateBlocks( mPasses[pass] ); }
void ProcessedCustomMaterial::_initPassStateBlocks() { AssertFatal(mHasSetStageData, "State data must be set before initializing state block!"); ShaderRenderPassData* rpd = _getRPD(0); _initRenderStateStateBlocks( rpd ); }