RenderPassData Struct Reference

#include <processedMaterial.h>

Inheritance diagram for RenderPassData:

Inheritance graph
[legend]
List of all members.

Detailed Description

This contains the common data needed to render a pass.


Public Types

 STATE_REFLECT = 1
 STATE_TRANSLUCENT = 2
 STATE_GLOW = 4
 STATE_MAX = 8
enum  {
  STATE_REFLECT = 1,
  STATE_TRANSLUCENT = 2,
  STATE_GLOW = 4,
  STATE_MAX = 8
}
 State permutations, used to index into the renderStates array below. More...

Public Member Functions

 RenderPassData ()
virtual ~RenderPassData ()
virtual void reset ()

Public Attributes

GFXTextureObjectmTex [Material::MAX_TEX_PER_PASS]
U32 mTexFlags [Material::MAX_TEX_PER_PASS]
GFXCubemapmCubeMap
U32 mNumTex
U32 mNumTexReg
GFXMaterialFeatureData mFeatureData
bool mGlow
Material::BlendOp mBlendOp
U32 mStageNum
GFXStateBlockRef mRenderStates [STATE_MAX]


Member Enumeration Documentation

anonymous enum

State permutations, used to index into the renderStates array below.

Enumerator:
STATE_REFLECT 
STATE_TRANSLUCENT 
STATE_GLOW 
STATE_MAX 


Constructor & Destructor Documentation

RenderPassData::RenderPassData (  ) 

virtual RenderPassData::~RenderPassData (  )  [inline, virtual]


Member Function Documentation

virtual void RenderPassData::reset (  )  [virtual]

Reimplemented in ShaderRenderPassData.


Member Data Documentation

GFXTextureObject* RenderPassData::mTex[Material::MAX_TEX_PER_PASS]

U32 RenderPassData::mTexFlags[Material::MAX_TEX_PER_PASS]