CrystalSpace

Public API Reference

iShaderPassesActivator Struct Reference

Interface to perform shader pass activation. More...

#include <ivideo/shader/shader.h>

Inheritance diagram for iShaderPassesActivator:

List of all members.

Public Member Functions

virtual bool ActivateNextPass ()=0
 Activates the next pass.
virtual void DeactivatePass ()=0
 Manually deactivate the current pass.
virtual bool SetupPass (const CS::Graphics::RenderMesh *mesh, CS::Graphics::RenderMeshModes &modes, const csShaderVariableStack &stack)=0
 Perform per-mesh specific setup for the current pass.
virtual void TeardownPass ()=0
 Manually tear down the current pass setup.

Detailed Description

Interface to perform shader pass activation.

Definition at line 487 of file shader.h.


Member Function Documentation

virtual bool iShaderPassesActivator::ActivateNextPass (  )  [pure virtual]

Activates the next pass.

Returns:
Whether activation succeeded (a pass with a valid technique was available).
virtual void iShaderPassesActivator::DeactivatePass (  )  [pure virtual]

Manually deactivate the current pass.

Remarks:
This is usually called implicitly when needed, i.e. manually calling it should be avoided.
virtual bool iShaderPassesActivator::SetupPass ( const CS::Graphics::RenderMesh mesh,
CS::Graphics::RenderMeshModes modes,
const csShaderVariableStack stack 
) [pure virtual]

Perform per-mesh specific setup for the current pass.

Returns:
Whether the setup proceeded and the mesh can be rendered.
virtual void iShaderPassesActivator::TeardownPass (  )  [pure virtual]

Manually tear down the current pass setup.

Remarks:
This is usually called implicitly when needed, i.e. manually calling it should be avoided.

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

Generated for Crystal Space 2.1 by doxygen 1.6.1