本文整理汇总了C++中OutStream::WritePointerW方法的典型用法代码示例。如果您正苦于以下问题:C++ OutStream::WritePointerW方法的具体用法?C++ OutStream::WritePointerW怎么用?C++ OutStream::WritePointerW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OutStream
的用法示例。
在下文中一共展示了OutStream::WritePointerW方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Save
//----------------------------------------------------------------------------
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);
}
示例2: Save
//----------------------------------------------------------------------------
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);
}
示例3: Save
//----------------------------------------------------------------------------
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);
}
示例4: Save
//----------------------------------------------------------------------------
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);
}
示例5: Save
//----------------------------------------------------------------------------
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);
}
示例6: Save
//----------------------------------------------------------------------------
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);
}
示例7: Save
//----------------------------------------------------------------------------
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);
}
示例8: Save
//----------------------------------------------------------------------------
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);
}