void CgFXPassChunk::changeFrom(DrawEnv *pEnv, State *pNewState, StateOverride *pNewOverride, State *pOldState, StateOverride *pOldOverride) { cgSetPassState(_pCGPass); updateStateUniforms(pEnv); }
void CgFXPassChunk::activate(DrawEnv *pEnv, State *pState, StateOverride *pOverride) { cgSetPassState(_pCGPass); pEnv->setActiveShader(TypeTraits<UInt32>::BitsSet); updateStateUniforms(pEnv); }
void CgFXPassChunk::changeFrom(DrawEnv *pEnv, State *pNewState, StateOverride *pNewOverride, State *pOldState, StateOverride *pOldOverride) { cgSetPassState(_pCGPass); CgFXMaterial::checkForCgError("cgSetPassState", NULL); updateStateUniforms(pEnv); }
void CgFXPassChunk::activate(DrawEnv *pEnv, State *pState, StateOverride *pOverride) { cgSetPassState(_pCGPass); CgFXMaterial::checkForCgError("cgSetPassState", NULL); pEnv->setActiveShader(TypeTraits<UInt32>::BitsSet); updateStateUniforms(pEnv); }