THis is work in progress and will be activated in another code drop.
This interface is used typically by the mesh and mnmesh to draw hardware optimized objects.
#include <IDX10HardwareRenderer.h>
Public Member Functions |
|
virtual Interface_ID | GetID () |
virtual bool | BuildCachedMesh (IHardwareMesh *pHWMesh)=0 |
virtual bool | DrawCachedMesh (DWORD_PTR pdwHWMesh, DWORD dwAttrib)=0 |
virtual void | ReleaseCachedMesh (DWORD_PTR pdwHWMesh)=0 |
virtual bool | CanCacheMesh ()=0 |
virtual bool | ObjectDrawnByShader ()=0 |
virtual void | StartObject ()=0 |
virtual void | EndObject ()=0 |
virtual int | GetNumActiveWindows ()=0 |
virtual void | SetMaterial (const Material &mtl)=0 |
virtual void | SetShaderResource (Material *gfxMat, Mesh *mesh, int mtlNum)=0 |
virtual void | SetShaderResource (Material *gfxMat, MNMesh *mesh, int mtlNum)=0 |
virtual Interface_ID GetID | ( | ) | [inline, virtual] |
Reimplemented from BaseInterface.
{ return D3D10_HARDWARE_RENDERER_INTERFACE_ID; }
virtual bool BuildCachedMesh | ( | IHardwareMesh * | pHWMesh | ) | [pure virtual] |
virtual bool DrawCachedMesh | ( | DWORD_PTR | pdwHWMesh, |
DWORD | dwAttrib | ||
) | [pure virtual] |
virtual void ReleaseCachedMesh | ( | DWORD_PTR | pdwHWMesh | ) | [pure virtual] |
virtual bool CanCacheMesh | ( | ) | [pure virtual] |
virtual bool ObjectDrawnByShader | ( | ) | [pure virtual] |
virtual void StartObject | ( | ) | [pure virtual] |
virtual void EndObject | ( | ) | [pure virtual] |
virtual int GetNumActiveWindows | ( | ) | [pure virtual] |
virtual void SetMaterial | ( | const Material & | mtl | ) | [pure virtual] |