1 | /*
|
---|
2 | -----------------------------------------------------------------------------
|
---|
3 | This source file is part of OGRE
|
---|
4 | (Object-oriented Graphics Rendering Engine)
|
---|
5 | For the latest info, see http://www.ogre3d.org/
|
---|
6 |
|
---|
7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
8 | Also see acknowledgements in Readme.html
|
---|
9 |
|
---|
10 | This program is free software; you can redistribute it and/or modify it under
|
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
13 | version.
|
---|
14 |
|
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
18 |
|
---|
19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
23 | -----------------------------------------------------------------------------
|
---|
24 | */
|
---|
25 | #ifndef __Technique_H__
|
---|
26 | #define __Technique_H__
|
---|
27 |
|
---|
28 | #include "OgrePrerequisites.h"
|
---|
29 | #include "OgreIteratorWrappers.h"
|
---|
30 | #include "OgreBlendMode.h"
|
---|
31 | #include "OgreCommon.h"
|
---|
32 | #include "OgrePass.h"
|
---|
33 |
|
---|
34 | namespace Ogre {
|
---|
35 | /** Class representing an approach to rendering this particular Material.
|
---|
36 | @remarks
|
---|
37 | Ogre will attempt to use the best technique supported by the active hardware,
|
---|
38 | unless you specifically request a lower detail technique (say for distant
|
---|
39 | rendering).
|
---|
40 | */
|
---|
41 | class _OgreExport Technique
|
---|
42 | {
|
---|
43 | protected:
|
---|
44 | // illumination pass state type
|
---|
45 | enum IlluminationPassesState
|
---|
46 | {
|
---|
47 | IPS_COMPILE_DISABLED = -1,
|
---|
48 | IPS_NOT_COMPILED = 0,
|
---|
49 | IPS_COMPILED = 1
|
---|
50 | };
|
---|
51 |
|
---|
52 | typedef std::vector<Pass*> Passes;
|
---|
53 | /// List of primary passes
|
---|
54 | Passes mPasses;
|
---|
55 | /// List of derived passes, categorised into IlluminationStage (ordered)
|
---|
56 | IlluminationPassList mIlluminationPasses;
|
---|
57 | Material* mParent; // raw pointer since we don't want child to stop parent's destruction
|
---|
58 | bool mIsSupported;
|
---|
59 | IlluminationPassesState mIlluminationPassesCompilationPhase;
|
---|
60 | /// LOD level
|
---|
61 | unsigned short mLodIndex;
|
---|
62 | /** Scheme index, derived from scheme name but the names are held on
|
---|
63 | MaterialManager, for speed an index is used here.
|
---|
64 | */
|
---|
65 | unsigned short mSchemeIndex;
|
---|
66 | String mName; // optional name for the technique
|
---|
67 |
|
---|
68 | /// Internal method for clearing illumination pass list
|
---|
69 | void clearIlluminationPasses(void);
|
---|
70 | public:
|
---|
71 | /// Constructor
|
---|
72 | Technique(Material* parent);
|
---|
73 | /// Copy constructor
|
---|
74 | Technique(Material* parent, const Technique& oth);
|
---|
75 | ~Technique();
|
---|
76 | /** Indicates if this technique is supported by the current graphics card.
|
---|
77 | @remarks
|
---|
78 | This will only be correct after the Technique has been compiled, which is
|
---|
79 | usually done from Material::compile.
|
---|
80 | */
|
---|
81 | bool isSupported(void) const;
|
---|
82 | /** Internal compilation method; see Material::compile. */
|
---|
83 | void _compile(bool autoManageTextureUnits);
|
---|
84 | /** Internal method for splitting the passes into illumination passes. */
|
---|
85 | void _compileIlluminationPasses(void);
|
---|
86 |
|
---|
87 |
|
---|
88 | /** Creates a new Pass for this Technique.
|
---|
89 | @remarks
|
---|
90 | A Pass is a single rendering pass, ie a single draw of the given material.
|
---|
91 | Note that if you create a pass without a fragment program, during compilation of the
|
---|
92 | material the pass may be split into multiple passes if the graphics card cannot
|
---|
93 | handle the number of texture units requested. For passes with fragment programs, however,
|
---|
94 | the number of passes you create will never be altered, so you have to make sure
|
---|
95 | that you create an alternative fallback Technique for if a card does not have
|
---|
96 | enough facilities for what you're asking for.
|
---|
97 | */
|
---|
98 | Pass* createPass(void);
|
---|
99 | /** Retrieves the Pass with the given index. */
|
---|
100 | Pass* getPass(unsigned short index);
|
---|
101 | /** Retrieves the Pass matching name.
|
---|
102 | Returns 0 if name match is not found.
|
---|
103 | */
|
---|
104 | Pass* getPass(const String& name);
|
---|
105 | /** Retrieves the number of passes. */
|
---|
106 | unsigned short getNumPasses(void) const;
|
---|
107 | /** Removes the Pass with the given index. */
|
---|
108 | void removePass(unsigned short index);
|
---|
109 | /** Removes all Passes from this Technique. */
|
---|
110 | void removeAllPasses(void);
|
---|
111 | /** Move a pass from source index to destination index.
|
---|
112 | If successful then returns true.
|
---|
113 | */
|
---|
114 | bool movePass(const unsigned short sourceIndex, const unsigned short destinationIndex);
|
---|
115 | typedef VectorIterator<Passes> PassIterator;
|
---|
116 | /** Gets an iterator over the passes in this Technique. */
|
---|
117 | const PassIterator getPassIterator(void);
|
---|
118 | typedef VectorIterator<IlluminationPassList> IlluminationPassIterator;
|
---|
119 | /** Gets an iterator over the illumination-stage categorised passes. */
|
---|
120 | const IlluminationPassIterator getIlluminationPassIterator(void);
|
---|
121 | /// Gets the parent Material
|
---|
122 | Material* getParent(void) const { return mParent; }
|
---|
123 |
|
---|
124 | /** Overloaded operator to copy on Technique to another. */
|
---|
125 | Technique& operator=(const Technique& rhs);
|
---|
126 |
|
---|
127 | /// Gets the resource group of the ultimate parent Material
|
---|
128 | const String& getResourceGroup(void) const;
|
---|
129 |
|
---|
130 | /** Returns true if this Technique involves transparency.
|
---|
131 | @remarks
|
---|
132 | This basically boils down to whether the first pass
|
---|
133 | has a scene blending factor. Even if the other passes
|
---|
134 | do not, the base colour, including parts of the original
|
---|
135 | scene, may be used for blending, therefore we have to treat
|
---|
136 | the whole Technique as transparent.
|
---|
137 | */
|
---|
138 | bool isTransparent(void) const;
|
---|
139 |
|
---|
140 | /** Internal load method, derived from call to Material::load. */
|
---|
141 | void _load(void);
|
---|
142 | /** Internal unload method, derived from call to Material::unload. */
|
---|
143 | void _unload(void);
|
---|
144 |
|
---|
145 | // Is this loaded?
|
---|
146 | bool isLoaded(void) const;
|
---|
147 |
|
---|
148 | /** Tells the technique that it needs recompilation. */
|
---|
149 | void _notifyNeedsRecompile(void);
|
---|
150 |
|
---|
151 |
|
---|
152 | // -------------------------------------------------------------------------------
|
---|
153 | // The following methods are to make migration from previous versions simpler
|
---|
154 | // and to make code easier to write when dealing with simple materials
|
---|
155 | // They set the properties which have been moved to Pass for all Techniques and all Passes
|
---|
156 |
|
---|
157 | /** Sets the point size properties for every Pass in this Technique.
|
---|
158 | @note
|
---|
159 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
160 | you to set these properties for every current Pass within this Technique. If
|
---|
161 | you need more precision, retrieve the Pass instance and set the
|
---|
162 | property there.
|
---|
163 | @see Pass::setPointSize
|
---|
164 | */
|
---|
165 | void setPointSize(Real ps);
|
---|
166 |
|
---|
167 | /** Sets the ambient colour reflectance properties for every Pass in every Technique.
|
---|
168 | @note
|
---|
169 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
170 | you to set these properties for every current Pass within this Technique. If
|
---|
171 | you need more precision, retrieve the Pass instance and set the
|
---|
172 | property there.
|
---|
173 | @see Pass::setAmbient
|
---|
174 | */
|
---|
175 | void setAmbient(Real red, Real green, Real blue);
|
---|
176 |
|
---|
177 | /** Sets the ambient colour reflectance properties for every Pass in every Technique.
|
---|
178 | @note
|
---|
179 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
180 | you to set these properties for every current Pass within this Technique. If
|
---|
181 | you need more precision, retrieve the Pass instance and set the
|
---|
182 | property there.
|
---|
183 | @see Pass::setAmbient
|
---|
184 | */
|
---|
185 | void setAmbient(const ColourValue& ambient);
|
---|
186 |
|
---|
187 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
|
---|
188 | @note
|
---|
189 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
190 | you to set these properties for every current Pass within this Technique. If
|
---|
191 | you need more precision, retrieve the Pass instance and set the
|
---|
192 | property there.
|
---|
193 | @see Pass::setDiffuse
|
---|
194 | */
|
---|
195 | void setDiffuse(Real red, Real green, Real blue, Real alpha);
|
---|
196 |
|
---|
197 | /** Sets the diffuse colour reflectance properties of every Pass in every Technique.
|
---|
198 | @note
|
---|
199 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
200 | you to set these properties for every current Pass within this Technique. If
|
---|
201 | you need more precision, retrieve the Pass instance and set the
|
---|
202 | property there.
|
---|
203 | @see Pass::setDiffuse
|
---|
204 | */
|
---|
205 | void setDiffuse(const ColourValue& diffuse);
|
---|
206 |
|
---|
207 | /** Sets the specular colour reflectance properties of every Pass in every Technique.
|
---|
208 | @note
|
---|
209 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
210 | you to set these properties for every current Pass within this Technique. If
|
---|
211 | you need more precision, retrieve the Pass instance and set the
|
---|
212 | property there.
|
---|
213 | @see Pass::setSpecular
|
---|
214 | */
|
---|
215 | void setSpecular(Real red, Real green, Real blue, Real alpha);
|
---|
216 |
|
---|
217 | /** Sets the specular colour reflectance properties of every Pass in every Technique.
|
---|
218 | @note
|
---|
219 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
220 | you to set these properties for every current Pass within this Technique. If
|
---|
221 | you need more precision, retrieve the Pass instance and set the
|
---|
222 | property there.
|
---|
223 | @see Pass::setSpecular
|
---|
224 | */
|
---|
225 | void setSpecular(const ColourValue& specular);
|
---|
226 |
|
---|
227 | /** Sets the shininess properties of every Pass in every Technique.
|
---|
228 | @note
|
---|
229 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
230 | you to set these properties for every current Pass within this Technique. If
|
---|
231 | you need more precision, retrieve the Pass instance and set the
|
---|
232 | property there.
|
---|
233 | @see Pass::setShininess
|
---|
234 | */
|
---|
235 | void setShininess(Real val);
|
---|
236 |
|
---|
237 | /** Sets the amount of self-illumination of every Pass in every Technique.
|
---|
238 | @note
|
---|
239 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
240 | you to set these properties for every current Pass within this Technique. If
|
---|
241 | you need more precision, retrieve the Pass instance and set the
|
---|
242 | property there.
|
---|
243 | @see Pass::setSelfIllumination
|
---|
244 | */
|
---|
245 | void setSelfIllumination(Real red, Real green, Real blue);
|
---|
246 |
|
---|
247 | /** Sets the amount of self-illumination of every Pass in every Technique.
|
---|
248 | @note
|
---|
249 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
250 | you to set these properties for every current Pass within this Technique. If
|
---|
251 | you need more precision, retrieve the Pass instance and set the
|
---|
252 | property there.
|
---|
253 | @see Pass::setSelfIllumination
|
---|
254 | */
|
---|
255 | void setSelfIllumination(const ColourValue& selfIllum);
|
---|
256 |
|
---|
257 | /** Sets whether or not each Pass renders with depth-buffer checking on or not.
|
---|
258 | @note
|
---|
259 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
260 | you to set these properties for every current Pass within this Technique. If
|
---|
261 | you need more precision, retrieve the Pass instance and set the
|
---|
262 | property there.
|
---|
263 | @see Pass::setDepthCheckEnabled
|
---|
264 | */
|
---|
265 | void setDepthCheckEnabled(bool enabled);
|
---|
266 |
|
---|
267 | /** Sets whether or not each Pass renders with depth-buffer writing on or not.
|
---|
268 | @note
|
---|
269 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
270 | you to set these properties for every current Pass within this Technique. If
|
---|
271 | you need more precision, retrieve the Pass instance and set the
|
---|
272 | property there.
|
---|
273 | @see Pass::setDepthWriteEnabled
|
---|
274 | */
|
---|
275 | void setDepthWriteEnabled(bool enabled);
|
---|
276 |
|
---|
277 | /** Sets the function used to compare depth values when depth checking is on.
|
---|
278 | @note
|
---|
279 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
280 | you to set these properties for every current Pass within this Technique. If
|
---|
281 | you need more precision, retrieve the Pass instance and set the
|
---|
282 | property there.
|
---|
283 | @see Pass::setDepthFunction
|
---|
284 | */
|
---|
285 | void setDepthFunction( CompareFunction func );
|
---|
286 |
|
---|
287 | /** Sets whether or not colour buffer writing is enabled for each Pass.
|
---|
288 | @note
|
---|
289 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
290 | you to set these properties for every current Pass within this Technique. If
|
---|
291 | you need more precision, retrieve the Pass instance and set the
|
---|
292 | property there.
|
---|
293 | @see Pass::setColourWriteEnabled
|
---|
294 | */
|
---|
295 | void setColourWriteEnabled(bool enabled);
|
---|
296 |
|
---|
297 | /** Sets the culling mode for each pass based on the 'vertex winding'.
|
---|
298 | @note
|
---|
299 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
300 | you to set these properties for every current Pass within this Technique. If
|
---|
301 | you need more precision, retrieve the Pass instance and set the
|
---|
302 | property there.
|
---|
303 | @see Pass::setCullingMode
|
---|
304 | */
|
---|
305 | void setCullingMode( CullingMode mode );
|
---|
306 |
|
---|
307 | /** Sets the manual culling mode, performed by CPU rather than hardware.
|
---|
308 | @note
|
---|
309 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
310 | you to set these properties for every current Pass within this Technique. If
|
---|
311 | you need more precision, retrieve the Pass instance and set the
|
---|
312 | property there.
|
---|
313 | @see Pass::setManualCullingMode
|
---|
314 | */
|
---|
315 | void setManualCullingMode( ManualCullingMode mode );
|
---|
316 |
|
---|
317 | /** Sets whether or not dynamic lighting is enabled for every Pass.
|
---|
318 | @note
|
---|
319 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
320 | you to set these properties for every current Pass within this Technique. If
|
---|
321 | you need more precision, retrieve the Pass instance and set the
|
---|
322 | property there.
|
---|
323 | @see Pass::setLightingEnabled
|
---|
324 | */
|
---|
325 | void setLightingEnabled(bool enabled);
|
---|
326 |
|
---|
327 | /** Sets the type of light shading required
|
---|
328 | @note
|
---|
329 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
330 | you to set these properties for every current Pass within this Technique. If
|
---|
331 | you need more precision, retrieve the Pass instance and set the
|
---|
332 | property there.
|
---|
333 | @see Pass::setShadingMode
|
---|
334 | */
|
---|
335 | void setShadingMode( ShadeOptions mode );
|
---|
336 |
|
---|
337 | /** Sets the fogging mode applied to each pass.
|
---|
338 | @note
|
---|
339 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
340 | you to set these properties for every current Pass within this Technique. If
|
---|
341 | you need more precision, retrieve the Pass instance and set the
|
---|
342 | property there.
|
---|
343 | @see Pass::setFog
|
---|
344 | */
|
---|
345 | void setFog(
|
---|
346 | bool overrideScene,
|
---|
347 | FogMode mode = FOG_NONE,
|
---|
348 | const ColourValue& colour = ColourValue::White,
|
---|
349 | Real expDensity = 0.001, Real linearStart = 0.0, Real linearEnd = 1.0 );
|
---|
350 |
|
---|
351 | /** Sets the depth bias to be used for each Pass.
|
---|
352 | @note
|
---|
353 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
354 | you to set these properties for every current Pass within this Technique. If
|
---|
355 | you need more precision, retrieve the Pass instance and set the
|
---|
356 | property there.
|
---|
357 | @see Pass::setDepthBias
|
---|
358 | */
|
---|
359 | void setDepthBias(ushort bias);
|
---|
360 |
|
---|
361 | /** Set texture filtering for every texture unit in every Pass
|
---|
362 | @note
|
---|
363 | This property actually exists on the TextureUnitState class
|
---|
364 | For simplicity, this method allows you to set these properties for
|
---|
365 | every current TeextureUnitState, If you need more precision, retrieve the
|
---|
366 | Pass and TextureUnitState instances and set the property there.
|
---|
367 | @see TextureUnitState::setTextureFiltering
|
---|
368 | */
|
---|
369 | void setTextureFiltering(TextureFilterOptions filterType);
|
---|
370 | /** Sets the anisotropy level to be used for all textures.
|
---|
371 | @note
|
---|
372 | This property has been moved to the TextureUnitState class, which is accessible via the
|
---|
373 | Technique and Pass. For simplicity, this method allows you to set these properties for
|
---|
374 | every current TeextureUnitState, If you need more precision, retrieve the Technique,
|
---|
375 | Pass and TextureUnitState instances and set the property there.
|
---|
376 | @see TextureUnitState::setTextureAnisotropy
|
---|
377 | */
|
---|
378 | void setTextureAnisotropy(unsigned int maxAniso);
|
---|
379 |
|
---|
380 | /** Sets the kind of blending every pass has with the existing contents of the scene.
|
---|
381 | @note
|
---|
382 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
383 | you to set these properties for every current Pass within this Technique. If
|
---|
384 | you need more precision, retrieve the Pass instance and set the
|
---|
385 | property there.
|
---|
386 | @see Pass::setSceneBlending
|
---|
387 | */
|
---|
388 | void setSceneBlending( const SceneBlendType sbt );
|
---|
389 |
|
---|
390 | /** Allows very fine control of blending every Pass with the existing contents of the scene.
|
---|
391 | @note
|
---|
392 | This property actually exists on the Pass class. For simplicity, this method allows
|
---|
393 | you to set these properties for every current Pass within this Technique. If
|
---|
394 | you need more precision, retrieve the Pass instance and set the
|
---|
395 | property there.
|
---|
396 | @see Pass::setSceneBlending
|
---|
397 | */
|
---|
398 | void setSceneBlending( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
---|
399 |
|
---|
400 | /** Assigns a level-of-detail (LOD) index to this Technique.
|
---|
401 | @remarks
|
---|
402 | As noted previously, as well as providing fallback support for various
|
---|
403 | graphics cards, multiple Technique objects can also be used to implement
|
---|
404 | material LOD, where the detail of the material diminishes with distance to
|
---|
405 | save rendering power.
|
---|
406 | @par
|
---|
407 | By default, all Techniques have a LOD index of 0, which means they are the highest
|
---|
408 | level of detail. Increasing LOD indexes are lower levels of detail. You can
|
---|
409 | assign more than one Technique to the same LOD index, meaning that the best
|
---|
410 | Technique that is supported at that LOD index is used.
|
---|
411 | @par
|
---|
412 | You should not leave gaps in the LOD sequence; Ogre will allow you to do this
|
---|
413 | and will continue to function as if the LODs were sequential, but it will
|
---|
414 | confuse matters.
|
---|
415 | */
|
---|
416 | void setLodIndex(unsigned short index);
|
---|
417 | /** Gets the level-of-detail index assigned to this Technique. */
|
---|
418 | unsigned short getLodIndex(void) const { return mLodIndex; }
|
---|
419 |
|
---|
420 | /** Set the 'scheme name' for this technique.
|
---|
421 | @remarks
|
---|
422 | Material schemes are used to control top-level switching from one
|
---|
423 | set of techniques to another. For example, you might use this to
|
---|
424 | define 'high', 'medium' and 'low' complexity levels on materials
|
---|
425 | to allow a user to pick a performance / quality ratio. Another
|
---|
426 | possibility is that you have a fully HDR-enabled pipeline for top
|
---|
427 | machines, rendering all objects using unclamped shaders, and a
|
---|
428 | simpler pipeline for others; this can be implemented using
|
---|
429 | schemes.
|
---|
430 | @par
|
---|
431 | Every technique belongs to a scheme - if you don't specify one, the
|
---|
432 | Technique belongs to the scheme called 'Default', which is also the
|
---|
433 | scheme used to render by default. The active scheme is set one of
|
---|
434 | two ways - either by calling Viewport::setMaterialScheme, or
|
---|
435 | by manually calling MaterialManager::setActiveScheme.
|
---|
436 | */
|
---|
437 | void setSchemeName(const String& schemeName);
|
---|
438 | /** Returns the scheme to which this technique is assigned.
|
---|
439 | @see Technique::setSchemeName
|
---|
440 | */
|
---|
441 | const String& getSchemeName(void) const;
|
---|
442 |
|
---|
443 | /// Internal method for getting the scheme index
|
---|
444 | unsigned short _getSchemeIndex(void) const;
|
---|
445 |
|
---|
446 | /** Is depth writing going to occur on this technique? */
|
---|
447 | bool isDepthWriteEnabled(void) const;
|
---|
448 |
|
---|
449 | /** Is depth checking going to occur on this technique? */
|
---|
450 | bool isDepthCheckEnabled(void) const;
|
---|
451 |
|
---|
452 | /** Exists colour writing disabled pass on this technique? */
|
---|
453 | bool hasColourWriteDisabled(void) const;
|
---|
454 |
|
---|
455 | /** Set the name of the technique.
|
---|
456 | @remarks
|
---|
457 | The use of technique name is optional. Its usefull in material scripts where a material could inherit
|
---|
458 | from another material and only want to modify a particalar technique.
|
---|
459 | */
|
---|
460 | void setName(const String& name);
|
---|
461 | /// Gets the name of the technique
|
---|
462 | const String& getName(void) const { return mName; }
|
---|
463 |
|
---|
464 | /** Applies texture names to Texture Unit State with matching texture name aliases.
|
---|
465 | All passes, and Texture Unit States within the technique are checked.
|
---|
466 | If matching texture aliases are found then true is returned.
|
---|
467 |
|
---|
468 | @param
|
---|
469 | aliasList is a map container of texture alias, texture name pairs
|
---|
470 | @param
|
---|
471 | apply set true to apply the texture aliases else just test to see if texture alias matches are found.
|
---|
472 | @return
|
---|
473 | True if matching texture aliases were found in the Technique.
|
---|
474 | */
|
---|
475 | bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true) const;
|
---|
476 |
|
---|
477 |
|
---|
478 | };
|
---|
479 |
|
---|
480 |
|
---|
481 | }
|
---|
482 | #endif
|
---|