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Class RenderModifier: Some ModelRenderer implementations provide vertex management behaviour but allow fragment stages to be modified by a plugged in RenderModifier. You should use RenderModifierPtr when referencing RenderModifiers.
Constructor Summary | |
RenderModifier()
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virtual ~RenderModifier()
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Method Summary | |
virtual u32 |
BeginPass( uint pass )= 0
BeginPass: Setup OpenGL for the given rendering pass. |
virtual bool |
EndPass( uint pass )= 0
EndPass: Cleanup OpenGL state after the given pass. |
const CMatrix3D* |
GetTexGenMatrix( uint UNUSED( pass ) )
GetTexGenMatrix: If BeginPass returns STREAM_TEXGENTOUVx, the caller must call this function to query the texture matrix that will be used to transform vertex positions into texture coordinates. |
void |
PrepareModel( uint UNUSED( pass ), CModel* UNUSED( model ) )
LitRenderModifier implementation |
virtual void |
PrepareTexture( uint pass, CTexture* texture )= 0
PrepareTexture: Called before rendering models that use the given texture. |
Constructor Detail |
public RenderModifier();
public virtual ~RenderModifier();
Method Detail |
public virtual u32 BeginPass( uint pass )= 0;
pass
- The current pass number (pass == 0 is the first pass)public virtual bool EndPass( uint pass )= 0;
pass
- The current pass number (pass == 0 is the first pass)public const CMatrix3D* GetTexGenMatrix( uint UNUSED( pass ) );
pass
- the current pass number (pass == 0 is the first pass)public void PrepareModel( uint UNUSED( pass ), CModel* UNUSED( model ) );
public virtual void PrepareTexture( uint pass, CTexture* texture )= 0;
pass
- The current pass number (pass == 0 is the first pass)
texture
- The texture used by subsequent models
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Generated on September 04, 2007 at 18:14 CppDoc v2.4.0 |
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