afxZodiacMeshRoadRenderer
Engine/source/afx/afxZodiacMeshRoadRenderer_T3D.h
Classes:
Private Types
Parent
Private Attributes
Vector< MeshRoadZodiacElem >
bool
Private Static Attributes
Public Static Attributes
Private Functions
chooseStateBlock(U32 blend, bool isReflectPass)
Public Functions
Public Static Functions
Detailed Description
Private Types
typedef RenderBinManager Parent
Private Attributes
GFXStateBlockRef add_norefl_zb_SB
GFXStateBlockRef add_refl_zb_SB
GFXShaderConstHandle * color_sc
Vector< MeshRoadZodiacElem > meshRoad_zodiacs
GFXStateBlockRef norm_norefl_zb_SB
GFXStateBlockRef norm_refl_zb_SB
GFXShaderConstHandle * projection_sc
GFXShaderConstBufferRef shader_consts
bool shader_initialized
GFXStateBlockRef sub_norefl_zb_SB
GFXStateBlockRef sub_refl_zb_SB
ShaderData * zodiac_shader
Private Static Attributes
afxZodiacMeshRoadRenderer * master
Public Static Attributes
const RenderInstType RIT_MeshRoadZodiac
Private Functions
chooseStateBlock(U32 blend, bool isReflectPass)
Public Functions
afxZodiacMeshRoadRenderer()
afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder)
~afxZodiacMeshRoadRenderer()
addZodiac(U32 zode_idx, ConcretePolyList * , const Point3F & pos, F32 ang, const MeshRoad * , F32 camDist)
clear()
Reimplemented from: RenderBinManager
DECLARE_CATEGORY("AFX" )
DECLARE_CONOBJECT(afxZodiacMeshRoadRenderer )
initShader()
render(SceneRenderState * )
Reimplemented from: RenderBinManager
sort()
Reimplemented from: RenderBinManager