class FaceGetShader
{
-CopiedString& m_shader;
+std::string& m_shader;
mutable bool m_done;
public:
-FaceGetShader( CopiedString& shader )
+FaceGetShader( std::string& shader )
: m_shader( shader ), m_done( false ){
}
void operator()( Face& face ) const {
}
};
-void Scene_BrushGetShader_Selected( scene::Graph& graph, CopiedString& shader ){
+void Scene_BrushGetShader_Selected( scene::Graph& graph, std::string& shader ){
#if 1
if ( GlobalSelectionSystem().countSelected() != 0 ) {
BrushInstance* brush = Instance_getBrush( GlobalSelectionSystem().ultimateSelected() );
#endif
}
-void Scene_BrushGetShader_Component_Selected( scene::Graph& graph, CopiedString& shader ){
+void Scene_BrushGetShader_Component_Selected( scene::Graph& graph, std::string& shader ){
#if 1
if ( !g_SelectedFaceInstances.empty() ) {
FaceInstance& faceInstance = g_SelectedFaceInstances.last();