void ProcessedFFMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result ) { Parent::_initPassStateBlock( rpd, result ); if ( mIsLightingMaterial ) { result.ffLighting = true; result.blendDefined = true; result.blendEnable = true; result.blendSrc = GFXBlendOne; result.blendSrc = GFXBlendOne; } // This is here for generic FF shader fallbacks. CustomMaterial* custmat = dynamic_cast<CustomMaterial*>(mMaterial); if (custmat && custmat->getStateBlockData() ) result.addDesc(custmat->getStateBlockData()->getState()); }
/// Does the base render state block setting, normally per pass void ProcessedFFMaterial::_initPassStateBlock(const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockDesc& result) { Parent::_initPassStateBlock(blendOp, numTex, texFlags, result); if (mIsLightingMaterial) { result.ffLighting = true; result.blendDefined = true; result.blendEnable = true; result.blendSrc = GFXBlendOne; result.blendSrc = GFXBlendOne; } // This is here for generic FF shader fallbacks. CustomMaterial* custmat = dynamic_cast<CustomMaterial*>(mMaterial); if (custmat) { if (custmat->getStateBlockData()) { result.addDesc(custmat->getStateBlockData()->getState()); } } }