My Project
EffectHelper.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
5  class EffectManager;
6 
9  {
10  public:
11  EffectTextureStateStack(EffectManager* pEffectManager, bool bPointTexture);;
13  public:
14  DWORD m_nLastMinFilter;
15  DWORD m_nLastMagFilter;
16  DWORD m_dwFilter;
17  EffectManager* m_pEffectManager;
18  };
19 }
push/pop texture states
Definition: EffectHelper.h:8
different physics engine has different winding order.
Definition: EventBinding.h:32
manager all effects file used by the game engine.
Definition: EffectManager.h:16