type_result HierarchySubReferer::_render( D3DMATERIAL9& material ) { _initializeMesh(); // main: // DX9 바인딩: DX9& dx9 = getDependent(); if( ! &dx9) { ALERT_ERROR(" : 디바이스 바인딩 실패로 중지"); return RESULT_TYPE_ERROR; } LPDIRECT3DDEVICE9 device = dx9.getDevice(); // 월드좌표 갱신: D3DXMATRIX& world = getWorldMatrix(); D3DXMATRIX origin; device->GetTransform(D3DTS_WORLD, &origin); device->SetTransform(D3DTS_WORLD, &world); device->SetRenderState(D3DRS_AMBIENT, 0xffffffff); //device->SetTexture(0, NULL); device->SetMaterial(&material); device->SetTexture(0, 0); if(_ball) { _ball->DrawSubset(0); } // 자식과 선을 잇기: device->SetTransform(D3DTS_WORLD, &origin); _searchModuleSet(getConnector().getModuleCodeSetKey().getValue(), &ThisClass::_renderLineBetweenChild); // 월드 좌표 복귀: return RESULT_SUCCESS; }
Boolean UNIX_ApplicationSystemDependency::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_AuthenticateForUse::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_AssociatedProtocolController::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_ClassifierFilterSet::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_BGPAdminDistance::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_AssociatedIndicatorLED::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_BGPPeerGroupService::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }
Boolean UNIX_CalculationServiceForDropper::getDependent(CIMProperty &p) const { p = CIMProperty(PROPERTY_DEPENDENT, getDependent()); return true; }