void RendererCommon::ApplyMaterial(const Material& Material, Mesh* const pMesh, const View& View) { SetShaderProgram(Material.GetShaderProgram()); ApplyRenderState(Material.GetRenderState()); const uint NumSamplers = Material.GetNumSamplers(); for (uint SamplerIndex = 0; SamplerIndex < NumSamplers; ++SamplerIndex) { ApplySamplerState(SamplerIndex, Material.GetSamplerState(SamplerIndex)); } DEBUGASSERT(Material.GetSDP()); Material.GetSDP()->SetShaderParameters(this, pMesh, View); }