#include <Technique.h>
Public Member Functions | |
const char * | getId () const |
unsigned int | getPassCount () const |
Pass * | getPassByIndex (unsigned int index) const |
Pass * | getPass (const char *id) const |
void | setNodeBinding (Node *node) |
Defines a technique for how an object to be rendered.
You should use techniques to support different sets of shader + definitions that will be all loaded when a material is loaded. You can then change the rendering technique at runtime without having to first load the shaders.
A technique has one or more passes for supporting multi pass rendering.
const char* gameplay::Technique::getId | ( | ) | const |
Gets the id of this technique.
Pass* gameplay::Technique::getPass | ( | const char * | id | ) | const |
Gets the pass with the specified id.
Pass* gameplay::Technique::getPassByIndex | ( | unsigned int | index | ) | const |
Gets the pass at the specified index.
unsigned int gameplay::Technique::getPassCount | ( | ) | const |
Gets the number of passes in this technique.
void gameplay::Technique::setNodeBinding | ( | Node * | node | ) | [virtual] |
Reimplemented from gameplay::RenderState.