Implemented KRBundle's
Implementation of logic to allow dynamic loading and unloading of meshes and models for scenes larger than RAM in progress --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4090
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@@ -34,6 +34,7 @@
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#import <map>
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#import <string>
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#import "KRCamera.h"
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#import "KRDataBlock.h"
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using std::map;
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using std::vector;
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@@ -50,8 +51,8 @@ public:
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KRShaderManager(KRContext &context);
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virtual ~KRShaderManager();
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void loadFragmentShader(const std::string &name, const std::string &path);
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void loadVertexShader(const std::string &name, const std::string &path);
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void loadFragmentShader(const std::string &name, KRDataBlock *data);
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void loadVertexShader(const std::string &name, KRDataBlock *data);
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const std::string &getFragShaderSource(const std::string &name);
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const std::string &getVertShaderSource(const std::string &name);
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