No replacement. This is our base graphics material class. A material describes how to render the surface of an object. This class, and all its derived classes, are used for viewport display and Quicksilver. The difference between BaseMaterialHandle and ISimpleMaterial is that BaseMaterialHandle is used by RenderItemHandle::SetCustomMaterial() to describes the surface and ISimpleMaterial is used for Mtl and Texmap to display.
#include <BaseMaterialHandle.h>
Public Member Functions |
|
GraphicsDriverAPI | BaseMaterialHandle () |
GraphicsDriverAPI | BaseMaterialHandle (const BaseMaterialHandle &from) |
GraphicsDriverAPI BaseMaterialHandle & |
operator= (const BaseMaterialHandle &from) |
virtual GraphicsDriverAPI | ~BaseMaterialHandle () |
virtual
GraphicsDriverAPI const MaterialRequiredStreams * |
GetRequiredStreams () const |
Returns the material required streams to
tell how to setup mesh data. |
GraphicsDriverAPI BaseMaterialHandle | ( | ) |
GraphicsDriverAPI BaseMaterialHandle | ( | const BaseMaterialHandle & | from | ) |
virtual GraphicsDriverAPI ~BaseMaterialHandle | ( | ) | [virtual] |
GraphicsDriverAPI BaseMaterialHandle& operator= | ( | const BaseMaterialHandle & | from | ) |
virtual GraphicsDriverAPI const MaterialRequiredStreams* GetRequiredStreams | ( | ) | const [virtual] |
Returns the material required streams to tell how to setup mesh data.
When a BaseMaterialHandle is used by RenderItemHandle::SetCustomMaterial(), it also needs to know about the material requirement streams to setup corresponding mesh data. It could be used by GenerateRenderItems::GenerateRenderItems() for RenderItemHandle.