本文整理汇总了C++中IParamBlock2::ReleaseDesc方法的典型用法代码示例。如果您正苦于以下问题:C++ IParamBlock2::ReleaseDesc方法的具体用法?C++ IParamBlock2::ReleaseDesc怎么用?C++ IParamBlock2::ReleaseDesc使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IParamBlock2
的用法示例。
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示例1:
int DxStdMtl2::GetMatIndex(Mtl * m_Mtl)
{
int i;
Mtl *Std;
StdMat2 * Shader;
// MaxShader *Shader, *s;
if(m_Mtl->IsMultiMtl())
{
Shader = (StdMat2 *)GetRefTarg();
// I use the SubAnims here, as I do not want any NULL material introduced that are not visible to the user
// this can happen when you have N materials and you select N+1 mat ID - the material will add a NULL material
// to the list to compensate - this screws with the index into the paramblock
for(i=0; i < m_Mtl->NumSubs(); i++)
{
Std = (Mtl*)m_Mtl->SubAnim(i);
if(Std!=NULL)
{
if(Std->NumSubMtls()>0)
{
for(int j=0; j< Std->NumSubMtls();j++)
{
Mtl * subMtl = Std->GetSubMtl(j);
if(subMtl == Shader)
Std = subMtl;
}
}
MSPlugin* plugin = (MSPlugin*)((ReferenceTarget*)Std)->GetInterface(I_MAXSCRIPTPLUGIN);
ReferenceTarget * targ = NULL;
if(plugin){
targ = plugin->get_delegate();
Std = (Mtl*)targ;
}
if(Std == Shader)
{
int id=0;
// this gets interesting - the MatID are editable !! must get them from the PAramblock
IParamBlock2 * pblock = m_Mtl->GetParamBlock(0); // there is only one
if(pblock)
{
ParamBlockDesc2 * pd = pblock->GetDesc();
for(int j=0;j<pd->count;j++)
{
if(_tcsicmp(_T("materialIDList"),pd->paramdefs[j].int_name)==0) //not localised
{
//int id;
pblock->GetValue(j,0,id,FOREVER,i);
id = id+1; //for some reason this is stored as a zero index, when a 1's based index is used
}
}
pblock->ReleaseDesc();
}
return(id);
}
}
}
}
return(0);
}