//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); }
//---------------------------------------------------------------------------- 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); }