Torque3D Documentation / _generateds / ProcessedCustomMaterial

ProcessedCustomMaterial

Engine/source/materials/processedCustomMaterial.h

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Private Types

Private Attributes

The conditioner macros passed to the shader on construction.

How many texture slots are we using.

Public Functions

bool
init(const FeatureSet & features, const GFXVertexFormat * vertexFormat, const MatFeaturesDelegate & featuresDelegate)

Initializes us (eg. loads textures, creates passes, generates shaders)

Sets the textures needed for rendering the current pass.

bool

Sets up the given pass.

Protected Functions

bool

Do we have a cubemap on pass?

Does the base render state block setting, normally per pass.

Loads all the textures for all of the stages in the Material.

Detailed Description

Private Types

typedef ProcessedShaderMaterial Parent 

Private Attributes

Vector< GFXShaderMacro > mConditionerMacros 

The conditioner macros passed to the shader on construction.

CustomMaterial * mCustomMaterial 
U32 mMaxTex 

How many texture slots are we using.