feat: expand editor scripting asset and viewport flow
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@@ -46,6 +46,7 @@ private:
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struct PendingMaterialLoadState;
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void BeginAsyncMaterialLoad(size_t index, const std::string& materialPath);
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void EnsureDeferredAsyncMaterialLoadStarted(size_t index);
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void ResolvePendingMaterials();
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void EnsureMaterialSlot(size_t index);
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static std::string MaterialPathFromHandle(const Resources::ResourceHandle<Resources::Material>& material);
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@@ -54,6 +55,7 @@ private:
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std::vector<std::string> m_materialPaths;
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std::vector<Resources::AssetRef> m_materialRefs;
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std::vector<std::shared_ptr<PendingMaterialLoadState>> m_pendingMaterialLoads;
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std::vector<bool> m_asyncMaterialLoadRequested;
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bool m_castShadows = true;
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bool m_receiveShadows = true;
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uint32_t m_renderLayer = 0;
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