18 uint16 vertexStart, vertexEnd;
33 int16 texanim, color, opacity, blendmode;
38 bool usetex2 : 1, useenvmap : 1, cull : 1, trans : 1, unlit : 1, nozwrite : 1, swrap : 1, twrap : 1, force_local_tranparency : 1, skinningAni : 1, is_rigid_body : 1, disable_physics : 1, force_physics : 1, has_category_id : 1;
64 if (order < m.order)
return true;
65 else if (order > m.order)
return false;
66 else return blendmode == m.blendmode ? (m_fReserved0 < m.m_fReserved0) : blendmode < m.blendmode;
71 return tex == m.tex && blendmode == m.blendmode && color == m.color;
74 void SetStartIndex(int32 nIndex);
76 int32 GetStartIndex();
82 void SetCategoryId(int32 nCategoryID);
bool init_bmax_FX(CParaXModel *m, SceneState *pSceneState, CParameterBlock *pMaterialParams=NULL)
for programmable pipeline
Definition: ModelRenderPass.cpp:25
It's used as parameter to Draw method of each scene object.
Definition: SceneState.h:284
uint16 indexStart
Fix LiXizhi 2010.1.14.
Definition: ModelRenderPass.h:15
different physics engine has different winding order.
Definition: EventBinding.h:32
int32 m_nIndexStart
if indexStart is 0xffff, then m_nIndexStart stores the index offset in 32 bits.
Definition: ModelRenderPass.h:21
bool init_FX(CParaXModel *m, SceneState *pSceneState, CParameterBlock *pMaterialParams=NULL)
for programmable pipeline
Definition: ModelRenderPass.cpp:72
int GetPhysicsGroup()
get the physics group.
Definition: ModelRenderPass.cpp:592
int32 GetCategoryId()
used in some shader parameter
Definition: ModelRenderPass.cpp:619
ParaX model is the model file for character animation, etc in the game world.
Definition: ParaXModel.h:30
bool init(CParaXModel *m, SceneState *pSceneState)
for fixed function pipeline
Definition: ModelRenderPass.cpp:344
Definition: ModelRenderPass.h:9
bool IsAlphaBlended()
for deferred shading, we will render alpha blended blocks after final effect.
Definition: ModelRenderPass.cpp:586
a list of CParameter{name, value} pairs of anything.
Definition: ParameterBlock.h:108