本文整理汇总了C++中TextureUnitState::getEffects方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::getEffects方法的具体用法?C++ TextureUnitState::getEffects怎么用?C++ TextureUnitState::getEffects使用的例子?那么恭喜您, 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TextureUnitState
的用法示例。
在下文中一共展示了TextureUnitState::getEffects方法的1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: inspectPass
GBufferSchemeHandler::PassProperties GBufferSchemeHandler::inspectPass(
Pass* pass, unsigned short lodIndex, const Renderable* rend)
{
PassProperties props;
//TODO : Use renderable to indicate wether this has skinning.
//Probably use same const cast that renderSingleObject uses.
if(pass->hasVertexProgram())
{
props.isSkinned = pass->getVertexProgram()->isSkeletalAnimationIncluded();
}
else
{
props.isSkinned = false;
}
for(unsigned short i = 0; i < pass->getNumTextureUnitStates(); ++i)
{
TextureUnitState* tus = pass->getTextureUnitState(i);
if(!checkNormalMap(tus, props))
{
props.regularTextures.push_back(tus);
}
if(tus->getEffects().size() > 0)
{
props.isDeferred = false;
}
}
if(pass->getDiffuse() != ColourValue::White)
{
props.hasDiffuseColour = true;
}
//Check transparency
if(pass->getDestBlendFactor() != Ogre::SBF_ZERO)
{
//TODO : Better ways to do this
props.isDeferred = false;
}
return props;
}