示例#1
0
//----------------------------------------------------------------------------
void Renderer::BindAll (const IndexBuffer* ibuffer)
{
	GetMutex().Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(ibuffer);
	}

	GetMutex().Leave();
}
示例#2
0
//----------------------------------------------------------------------------
void Renderer::BindAll (const TextureCube* texture)
{
	GetMutex().Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(texture);
	}

	GetMutex().Leave();
}
示例#3
0
//----------------------------------------------------------------------------
void Renderer::BindAll (const VertexFormat* vformat)
{
	GetMutex().Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(vformat);
	}

	GetMutex().Leave();
}
示例#4
0
//----------------------------------------------------------------------------
void Renderer::BindAll (const VertexBuffer* vbuffer)
{
	msMutex.Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(vbuffer);
	}

	msMutex.Leave();
}
示例#5
0
//----------------------------------------------------------------------------
void Renderer::BindAll (const PixelShader* pshader)
{
	msMutex.Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(pshader);
	}

	msMutex.Leave();
}
示例#6
0
//----------------------------------------------------------------------------
void Renderer::BindAll (const RenderTarget* renderTarget)
{
	msMutex.Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(renderTarget);
	}

	msMutex.Leave();
}
//----------------------------------------------------------------------------
void Renderer::BindAll (const MaterialPass *pass)
{
	msMutex.Enter();

	RendererSet::iterator iter = msRenderers.begin();
	RendererSet::iterator end = msRenderers.end();
	for (/**/; iter != end; ++iter)
	{
		Renderer* renderer = *iter;
		renderer->Bind(pass);
	}

	msMutex.Leave();
}