U32 MatInstance::getCurStageNum() { return mProcessedMaterial->getStageFromPass(getCurPass()); }
void MatInstance::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state) { PROFILE_SCOPE(MatInstance_setTransforms); mProcessedMaterial->setTransforms(matrixSet, state, getCurPass()); }
void MatInstance::setTextureStages(SceneRenderState * state, const SceneData &sgData ) { PROFILE_SCOPE(MatInstance_setTextureStages); mProcessedMaterial->setTextureStages(state, sgData, getCurPass()); }
void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransforms) { PROFILE_SCOPE(MatInstance_setNodeTransforms); mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass()); }