//----------------------------------------------------------------------------
void ShaderParameters::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);

	target.WritePointer(mShader);
	target.WritePointerW(mNumConstants, mConstants);
	target.WritePointerW(mNumTextures, mTextures);

	PX2_END_DEBUG_STREAM_SAVE(ShaderParameters, target);
}
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//----------------------------------------------------------------------------
void VisualTechnique::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Object::Save(target);

    target.WritePointerW((int)mPasses.size(), &mPasses[0]);

    WM5_END_DEBUG_STREAM_SAVE(VisualTechnique, target);
}
//----------------------------------------------------------------------------
void ControlledObject::Save (OutStream& target) const
{
	WM5_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);

	target.WritePointerW(mNumControllers, mControllers);

	WM5_END_DEBUG_STREAM_SAVE(ControlledObject, target);
}
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//----------------------------------------------------------------------------
void ConvexRegion::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Node::Save(target);

    target.WritePointerW(mNumPortals, mPortals);

    WM5_END_DEBUG_STREAM_SAVE(ConvexRegion, target);
}
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//----------------------------------------------------------------------------
void Material::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);
	PX2_VERSION_SAVE(target);

	target.WritePointerW((int)mTechniques.size(), &mTechniques[0]);

	PX2_END_DEBUG_STREAM_SAVE(Material, target);
}
Esempio n. 6
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//----------------------------------------------------------------------------
void RenderTarget::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Object::Save(target);

    target.WritePointerW(mNumTargets, mColorTextures);
    target.WritePointer(mDepthStencilTexture);
    target.WriteBool(mHasMipmaps);

    WM5_END_DEBUG_STREAM_SAVE(RenderTarget, target);
}
//----------------------------------------------------------------------------
void VisualEffectInstance::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    Object::Save(target);

    target.Write(mTechniqueIndex);
    target.WritePointer(mEffect);
    target.WritePointerW(mNumPasses, mVertexParameters);
    target.WritePointerN(mNumPasses, mPixelParameters);

    WM5_END_DEBUG_STREAM_SAVE(VisualEffectInstance, target);
}
//----------------------------------------------------------------------------
void MaterialInstance::Save (OutStream& target) const
{
	PX2_BEGIN_DEBUG_STREAM_SAVE(target);

	Object::Save(target);
	PX2_VERSION_SAVE(target);

	target.WriteBool(mIsShareMtl);

	target.WriteString(mMaterialFilename);
	target.WriteString(mInstanceTechName);

	target.WritePointer(mMaterial);
	target.Write(mTechniqueIndex);

	target.WritePointerW(mNumPasses, mVertexParameters);
	target.WritePointerN(mNumPasses, mPixelParameters);

	PX2_END_DEBUG_STREAM_SAVE(MaterialInstance, target);
}