100 int active_line_count
240 float value_255 = 0.9961f;
278 offset[0].
Set(offset_a);
279 offset[1].
Set(offset_b);
280 offset[2].
Set(offset_c);
295 for (i = 0; i < 3; i++) {
309 num_indices =3 * num_tris;
314 num_indices =3 * num_tris;
327 unsigned short j, idx;
410 point = (
ALT) ?
ALT->Get_Element(i) : i;
430 for (j=0; j<3; j++) {
431 loc.
Set(start + size * offset[j]);
443 for (j = 0; j < 3; j++) {
444 loc.
Set(start + size * offset[j]);
457 for (j=0; j<3; j++) {
458 loc.
Set(end + size * offset[j]);
static void Set_Vertex_Buffer(const VertexBufferClass *vb, unsigned stream=0)
static void Set_Texture(unsigned stage, TextureBaseClass *texture)
static void Set_Index_Buffer(const IndexBufferClass *ib, unsigned short index_base_offset)
static Vector4 Convert_Color(unsigned color)
static void Draw_Triangles(unsigned buffer_type, unsigned short start_index, unsigned short polygon_count, unsigned short min_vertex_index, unsigned short vertex_count)
static void Set_Material(const VertexMaterialClass *material)
static void Set_Shader(const ShaderClass &shader)
static void Get_Transform(D3DTRANSFORMSTATETYPE transform, Matrix4x4 &m)
static void Set_Transform(D3DTRANSFORMSTATETYPE transform, const Matrix4x4 &m)
unsigned short * Get_Index_Array()
VertexFormatXYZNDUV2 * Get_Formatted_Vertex_Array()
void Set_Texture(TextureClass *texture)
TextureClass * Peek_Texture(void)
void Set_Shader(const ShaderClass &shader)
Vector4 DefaultTailDiffuse
TextureClass * Get_Texture(void)
ShareBufferClass< float > * LineUCoord
void Set_Line_Color(const Vector3 &color)
float Get_Line_UCoord(void)
ShareBufferClass< Vector4 > * LineDiffuse
float Get_Line_Alpha(void)
virtual ~LineGroupClass(void)
int Get_Flag(FlagsType flag)
void Render(RenderInfoClass &rinfo)
void Set_Line_Mode(LineModeType linemode)
ShareBufferClass< Vector3 > * StartLineLoc
Vector4 Get_Tail_Diffuse(void)
void Set_Line_UCoord(float ucoord)
ShareBufferClass< unsigned int > * ALT
void Set_Line_Alpha(float alpha)
void Set_Line_Size(float size)
Vector3 Get_Line_Color(void)
ShareBufferClass< Vector4 > * TailDiffuse
ShareBufferClass< float > * LineSize
ShaderClass Get_Shader(void)
ShareBufferClass< Vector3 > * EndLineLoc
void Set_Flag(FlagsType flag, bool on)
LineModeType Get_Line_Mode(void)
float Get_Line_Size(void)
void Set_Tail_Diffuse(const Vector4 &tdiffuse)
void Set_Arrays(ShareBufferClass< Vector3 > *startlocs, ShareBufferClass< Vector3 > *endlocs, ShareBufferClass< Vector4 > *diffuse=NULL, ShareBufferClass< Vector4 > *taildiffuse=NULL, ShareBufferClass< unsigned int > *alt=NULL, ShareBufferClass< float > *sizes=NULL, ShareBufferClass< float > *ucoords=NULL, int active_line_count=-1)
int Get_Polygon_Count(void)
WWINLINE void Set_Translation(const Vector3 &t)
void Get_Orthogonal_Inverse(Matrix3D &set_inverse) const
static WWINLINE void Transform_Vector(const Matrix3D &tm, const Vector3 &in, Vector3 *out)
const Matrix3D & Get_Transform(void) const
static void Insert_Triangles(const SphereClass &bounding_sphere, unsigned short start_index, unsigned short polygon_count, unsigned short min_vertex_index, unsigned short vertex_count)
WWINLINE void Set(float x, float y, float z)
static VertexMaterialClass * Get_Preset(PresetType type)
static bool Is_Sorting_Enabled(void)
static float Sin(float val)
static float Cos(float val)
int IndexBufferExceptionFunc(void)
const unsigned dynamic_fvf_type
@ BUFFER_TYPE_DYNAMIC_DX8
@ BUFFER_TYPE_DYNAMIC_SORTING
#define REF_PTR_RELEASE(x)
#define REF_PTR_SET(dst, src)