//---------------------------------------------------------------------------- void Renderer::BindAll (const IndexBuffer* ibuffer) { GetMutex().Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(ibuffer); } GetMutex().Leave(); }
//---------------------------------------------------------------------------- void Renderer::BindAll (const TextureCube* texture) { GetMutex().Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(texture); } GetMutex().Leave(); }
//---------------------------------------------------------------------------- void Renderer::BindAll (const VertexFormat* vformat) { GetMutex().Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(vformat); } GetMutex().Leave(); }
//---------------------------------------------------------------------------- void Renderer::BindAll (const VertexBuffer* vbuffer) { msMutex.Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(vbuffer); } msMutex.Leave(); }
//---------------------------------------------------------------------------- void Renderer::BindAll (const PixelShader* pshader) { msMutex.Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(pshader); } msMutex.Leave(); }
//---------------------------------------------------------------------------- void Renderer::BindAll (const RenderTarget* renderTarget) { msMutex.Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(renderTarget); } msMutex.Leave(); }
//---------------------------------------------------------------------------- void Renderer::BindAll (const MaterialPass *pass) { msMutex.Enter(); RendererSet::iterator iter = msRenderers.begin(); RendererSet::iterator end = msRenderers.end(); for (/**/; iter != end; ++iter) { Renderer* renderer = *iter; renderer->Bind(pass); } msMutex.Leave(); }