Public Member Functions
CRTSState Class Reference

Detailed Description

The CRTSState object holds information about a state.

During the execution of a material, each shader is called sequentially. These shaders can then add their own states associated with custom data to the execution state list. These states can then be retrieved by shaders which are executed next in the material tree.

Note:
The state list is automatically cleared by Softimage before the execution of the realtime shader tree is done.
See also:
IRTSExecutionState::GetStateList, CRTSStateList::RemoveState
Since:
7.0

#include <XSI_rtshaders.h>

List of all members.

Public Member Functions

 CRTSState (const char *in_szName, void *in_pData, unsigned long in_ID=0)
bool IsValid ()
void Validate ()
void Invalidate ()
const char * GetName ()
void * GetData ()
unsigned long GetID ()

Constructor & Destructor Documentation

CRTSState ( const char *  in_szName,
void *  in_pData,
unsigned long  in_ID = 0 
) [inline]

Default constructor

Parameters:
in_szNameName of state
in_pDataData attached to the state
in_IDID for state
See also:
CRTSState::GetName, CRTSState::GetData, CRTSState::GetID

Member Function Documentation

bool IsValid ( ) [inline]

Returns whether the state is valid (m_bIsValid == true) or not.

Returns:
True if this state is valid; false otherwise
See also:
CRTSState::Validate, CRTSState::Invalidate
void Validate ( ) [inline]

Sets the valid flag for this state to true.

See also:
CRTSState::IsValid, CRTSState::Invalidate
void Invalidate ( ) [inline]

Sets the valid flag for this state to false.

See also:
CRTSState::IsValid, CRTSState::Validate
const char* GetName ( ) [inline]

Returns the state name.

Returns:
Name of the state
See also:
CRTSState::GetID
void* GetData ( ) [inline]

Returns the data attached to the state.

Returns:
A pointer to the data.
unsigned long GetID ( ) [inline]

Returns the state ID.

Returns:
ID of the state
See also:
CRTSState::GetName

The documentation for this class was generated from the following file: