class IGameRenderedSurface
Access to the main render surface interface. Methods are available to setup the system and define the lighting models used. Actual access to the data is provided through the IGameMesh class
#include <IGameRenderedSurface.h>
Public Types |
|
typedef LightingModel::LightingModel_Game |
LightingModel |
Public Member Functions |
|
virtual | ~IGameRenderedSurface () |
Destructor. |
|
virtual bool | InitialiseRenderedSurfaceData ()=0 |
Setup the database for rendering. |
|
virtual void | ReleaseRenderedSurfaceData ()=0 |
Clean it all up. |
|
virtual void | SetLightingModel (LightingModel lm)=0 |
Define the type of model be used in the
render. |
|
virtual void | SetFlag (DWORD mask)=0 |
Define the usage of Maps and shadows.
|
|
virtual void | ClearFlag (DWORD mask)=0 |
Define the usage of Maps and shadows.
|
virtual ~IGameRenderedSurface | ( | ) | [inline, virtual] |
Destructor.
{;}
virtual bool InitialiseRenderedSurfaceData | ( | ) | [pure virtual] |
Setup the database for rendering.
virtual void ReleaseRenderedSurfaceData | ( | ) | [pure virtual] |
Clean it all up.
virtual void SetLightingModel | ( | LightingModel | lm | ) | [pure virtual] |
Define the type of model be used in the render.
virtual void SetFlag | ( | DWORD | mask | ) | [pure virtual] |
Define the usage of Maps and shadows.
virtual void ClearFlag | ( | DWORD | mask | ) | [pure virtual] |
Define the usage of Maps and shadows.