Object::Object() { vertexBuffer = NULL; indexBuffer = NULL; vertexBufferTangent = NULL; //vertexShader = NULL; //pixelShader = NULL; vertex = NULL; face = NULL; tangent = NULL; isCreated = false; isFinished = false; SetEnvmapEnable(false); SetCullMode(CULL_CW); SetTexture(NULL); SetLightmap(NULL); SetFlipNormals(false); SetCalculateNormals(true); SetEnabled(true); SetTransparency(BLEND_NONE); SetWriteZBuffer(true); //SetPerPixelLighting(false); SetScale(1, 1, 1); SetLocation(0, 0, 0); SetRotation(0, 0, 0); }
void InstanceMaterialState::Load(KeyedArchive * archive, SceneFileV2 *sceneFile) { if(NULL != archive) { if(archive->IsKeyExists("ims.uvoffset")) uvOffset = archive->GetVector2("ims.uvoffset"); if(archive->IsKeyExists("ims.uvscale")) uvScale = archive->GetVector2("ims.uvscale"); String lName = archive->GetString("ims.lightmapname"); Texture* lTextute = (Texture *) sceneFile->GetNodeByPointer((uint64) archive->GetVariant("ims.lightmaptextute")->AsPointer()); SetLightmap(lTextute, lName); } }