本文整理匯總了C++中Technique::setNodeBinding方法的典型用法代碼示例。如果您正苦於以下問題:C++ Technique::setNodeBinding方法的具體用法?C++ Technique::setNodeBinding怎麽用?C++ Technique::setNodeBinding使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類Technique
的用法示例。
在下文中一共展示了Technique::setNodeBinding方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: setMaterialNodeBinding
void Model::setMaterialNodeBinding(Material *material)
{
GP_ASSERT(material);
if (_node)
{
material->setNodeBinding(_node);
unsigned int techniqueCount = material->getTechniqueCount();
for (unsigned int i = 0; i < techniqueCount; ++i)
{
Technique* technique = material->getTechniqueByIndex(i);
GP_ASSERT(technique);
technique->setNodeBinding(_node);
unsigned int passCount = technique->getPassCount();
for (unsigned int j = 0; j < passCount; ++j)
{
Pass* pass = technique->getPassByIndex(j);
GP_ASSERT(pass);
pass->setNodeBinding(_node);
}
}
}
}
示例2: lua_Technique_setNodeBinding
static int lua_Technique_setNodeBinding(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 2:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
{
// Get parameter 1 off the stack.
bool param1Valid;
gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, ¶m1Valid);
if (!param1Valid)
{
lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
lua_error(state);
}
Technique* instance = getInstance(state);
instance->setNodeBinding(param1);
return 0;
}
lua_pushstring(state, "lua_Technique_setNodeBinding - Failed to match the given parameters to a valid function signature.");
lua_error(state);
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 2).");
lua_error(state);
break;
}
}
return 0;
}
示例3: setMaterialNodeBinding
void Model::setMaterialNodeBinding(Material *material)
{
if (_node)
{
material->setNodeBinding(_node);
unsigned int techniqueCount = material->getTechniqueCount();
for (unsigned int i = 0; i < techniqueCount; ++i)
{
Technique* technique = material->getTechnique(i);
technique->setNodeBinding(_node);
unsigned int passCount = technique->getPassCount();
for (unsigned int j = 0; j < passCount; ++j)
{
Pass* pass = technique->getPass(j);
pass->setNodeBinding(_node);
}
}
}
}