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.
#include <XSI_rtshaders.h>
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 () |
CRTSState | ( | const char * | in_szName, |
void * | in_pData, | ||
unsigned long | in_ID = 0 |
||
) | [inline] |
Default constructor
in_szName | Name of state |
in_pData | Data attached to the state |
in_ID | ID for state |
bool IsValid | ( | ) | [inline] |
Returns whether the state is valid (m_bIsValid
== true) or not.
void Validate | ( | ) | [inline] |
Sets the valid flag for this state to true.
void Invalidate | ( | ) | [inline] |
Sets the valid flag for this state to false.
const char* GetName | ( | ) | [inline] |
void* GetData | ( | ) | [inline] |
Returns the data attached to the state.
unsigned long GetID | ( | ) | [inline] |