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());
}
Пример #4
0
void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransforms)
{
   PROFILE_SCOPE(MatInstance_setNodeTransforms);
   mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass());
}