class
SushiEngine::Simulation::IMaterialSource
Where a slot's resolved material comes from, when it is bound.
- Declared in
engine/world/simulation/include/SushiEngine/simulation/material_slot.hpp
Declared here, in world, and implemented by presentation/render — the dependency is inverted deliberately, so that a world type states what it needs from an asset without naming the renderer that answers it.
Public Methods
~IMaterialSource | |
resolve_material | Resolves an asset id to its material. |
resolve_texture | Resolves a texture override's asset id to a live handle. |
resolve_texture_assets | Returns the asset ids the bound material's texture slots were loaded from. |
asset_revision | Returns how many times one asset has changed underneath the slots bound to it. |

