#include "dxstdafx.h" #include ".\renderer.h" #include "Scene.h" Renderer::Renderer(void) { //Get the Device this->device = DXUTGetD3DDevice(); this->myRenderPriority = 1; this->nodeAdded = false; this->rendererType = 0; } Renderer::~Renderer(void) { } void Renderer::setScene(Scene &scene) { this->myScene = &scene; } void Renderer::setNode(WPTR &_myNode) { this->nodeAdded = true; this->myNode = _myNode; } void Renderer::setRenderPriority(int _priority) { this->myRenderPriority = _priority; } int Renderer::getRenderPriority() { return this->myRenderPriority; } bool Renderer::isA(int _rendererType) { return (_rendererType == this->rendererType); } bool Renderer::needsExtraPass() { return false; } //Im Normalfall nichts zu tun! void Renderer::setCurrentTexture(IDirect3DTexture9* texture) {} void Renderer::setWorldMatrix(D3DXMATRIX &_worldMat) {} void Renderer::setViewMatrix(D3DXMATRIX &_viewMat) {} void Renderer::setProjectionMatrix(D3DXMATRIX &_projMat) {}