Example #1
0
void RenderingContext::SetRenderTargetAndCamera( IRenderTarget* val ,Camera* camera)
{
	mStep=RenderingStep::RenderTarget;
	SAFE_ASSIGN_REF(mRenderTarget,val);
	SAFE_ASSIGN_REF(mCamera,camera);

}
Example #2
0
RenderingObject& RenderingObject::operator=(const RenderingObject& val)
{
	if (this!=&val)
	{
		SAFE_ASSIGN_REF(mMesh, val.mMesh);
		SAFE_ASSIGN_REF(mMaterial, val.mMaterial);
	}
	
	return *this;
}
void BaseSingleBatchRenderQueue::SetCamera(Camera* val)
{
	SAFE_ASSIGN_REF(mCamera, val);
}
void BaseSingleBatchRenderQueue::SetRenderTarget(IRenderTarget* val)
{
	SAFE_ASSIGN_REF(mRenderTarget, val);
}
Example #5
0
void EffectRenderGroup::SetEffect(const IEffect* val)
{
	SAFE_ASSIGN_REF(mEffect, val);
}
Example #6
0
void IRenderBatch::SetStateTreeNode(RenderStateTreeLeafNode* val)
{
	SAFE_ASSIGN_REF(mStateTreeNode, val);
}
Example #7
0
void IRenderBatch::SetMaterial(const IMaterial* val)
{
	SAFE_ASSIGN_REF(mMaterial, val);
}
Example #8
0
void IRenderBatch::SetEffect(const IEffect* val)
{
	SAFE_ASSIGN_REF(mEffect, val);
}
Example #9
0
void RenderingContext::SetState(RenderStateTreeLeafNode* stateNode)
{
	mStep=RenderingStep::State;
	SAFE_ASSIGN_REF(mStateNode, stateNode);
	mStateNode = stateNode;
}
Example #10
0
void RenderingContext::SetMaterial(const  IMaterial* val )
{
	mStep=RenderingStep::Material;
	SAFE_ASSIGN_REF(mMaterial,val);
}
Example #11
0
void RenderingContext::SetRenderPass( IRenderPass* val )
{
	mStep=RenderingStep::RenderPass;
	SAFE_ASSIGN_REF(mRenderPass,val);
}
Example #12
0
void RenderingObject::SetMaterial(IMaterial* val)
{
	SAFE_ASSIGN_REF(mMaterial, val);
}
Example #13
0
void RenderingObject::SetMesh(IMesh* val)
{
	SAFE_ASSIGN_REF(mMesh, val);
}
Example #14
0
void IScene::SetRenderTarget(IRenderTarget* val)
{
	SAFE_ASSIGN_REF(mRenderTarget, val);
}
Example #15
0
void RenderingContext::SetEffect(const IEffect* val )
{
	SAFE_ASSIGN_REF(mEffect,val);
}
Example #16
0
void IScene::SetCamera(Camera* val)
{
	SAFE_ASSIGN_REF(mCamera, val);
}
Example #17
0
void MaterialRenderGroup::SetMaterial(const IMaterial* val)
{
	SAFE_ASSIGN_REF(mMaterial, val);
}