D3DTextureItem.h
#ifndef D3DTextureItem_h_
#define D3DTextureItem_h_
#if defined(D3D9_SUPPORTED)
#include <maya/MObjectHandle.h>
#include <maya/MMessage.h> 
#include <list>
#define WIN32_LEAN_AND_MEAN
#include <d3d9.h>
#include <d3dx9.h>
class D3DTexture
{
public:
        inline D3DTexture( MObject Node = MObject::kNullObj) : MayaTexture( Node), HwTexture( NULL) 
        {
                mipFilter = magFilter = minFilter = D3DTEXF_LINEAR;
                wrapU = D3DRS_WRAP0;
                wrapV = D3DRS_WRAP1;
                wrapW = D3DRS_WRAP2;
        }
        inline ~D3DTexture() { Release(); }
        void                            Populate( MObject MayaTextureNode) { Release(); MayaTexture = MayaTextureNode; }
        void                            Release() { if( HwTexture) {  HwTexture->Release(); HwTexture = NULL; } }
        inline MObject          Node() const { return MayaTexture; }
        inline LPDIRECT3DTEXTURE9 Texture( LPDIRECT3DDEVICE9 D3D) { if( !HwTexture) Bind( D3D); return HwTexture; }
        void    setTextureState( LPDIRECT3DDEVICE9 D3D );
        D3DTEXTUREFILTERTYPE            minFilter;
        D3DTEXTUREFILTERTYPE            magFilter;
        D3DTEXTUREFILTERTYPE            mipFilter;
        D3DRENDERSTATETYPE wrapU;
        D3DRENDERSTATETYPE wrapV;
        D3DRENDERSTATETYPE wrapW;
private:
        void                            Bind( LPDIRECT3DDEVICE9 D3D);
        LPDIRECT3DTEXTURE9      HwTexture;
        MObject                         MayaTexture;
};
struct TextureItem {
        MObjectHandle                   m_mayaNode;
        D3DTexture*                             m_texture;
        MCallbackId                             m_objectDeleteMonitor;
        MCallbackId                             m_objectChangeMonitor;
};
typedef std::list<TextureItem*> TextureItemList;
#endif
#endif