void CgFXPassChunk::changeFrom(DrawEnv       *pEnv, 
                               State         *pNewState,
                               StateOverride *pNewOverride,
                               State         *pOldState,
                               StateOverride *pOldOverride)
{
    cgSetPassState(_pCGPass);

    updateStateUniforms(pEnv);
}
void CgFXPassChunk::activate(DrawEnv       *pEnv, 
                             State         *pState,
                             StateOverride *pOverride)
{
    cgSetPassState(_pCGPass);

    pEnv->setActiveShader(TypeTraits<UInt32>::BitsSet);

    updateStateUniforms(pEnv);
}
Example #3
0
void CgFXPassChunk::changeFrom(DrawEnv       *pEnv, 
                               State         *pNewState,
                               StateOverride *pNewOverride,
                               State         *pOldState,
                               StateOverride *pOldOverride)
{
    cgSetPassState(_pCGPass);
    CgFXMaterial::checkForCgError("cgSetPassState", NULL);

    updateStateUniforms(pEnv);
}
Example #4
0
void CgFXPassChunk::activate(DrawEnv       *pEnv, 
                             State         *pState,
                             StateOverride *pOverride)
{
    cgSetPassState(_pCGPass);
    CgFXMaterial::checkForCgError("cgSetPassState", NULL);

    pEnv->setActiveShader(TypeTraits<UInt32>::BitsSet);

    updateStateUniforms(pEnv);
}