Game Development Reference
In-Depth Information
AssetManager 4.0
We have now added new resources to our manager several times. For shaders, the structure
does not change much, with the exception that a shader program is defined by two file-
names ( vertex and fragment ), rather than one (a texture for example).
First of all, we add our map and the AssetManager::GetShader() method:
Note that for the AssetManager::GetShader() we return a pointer to the shader,
rather than a reference. This is for convenience, since SFML requires a pointer when we
want to use it. We don't store Shader instances as a value, but we actually use a smart
pointer. The reason for this that Shader instances cannot be copied (which is necessary
for the map container). This is what the method's implementation looks like:
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