167 Shader.Enable_Fog (
"MaterialPassClass");
int Get_Max_Textures_Per_Pass() const
static void Set_Texture(unsigned stage, TextureBaseClass *texture)
static const DX8Caps * Get_Current_Caps()
static void Set_Material(const VertexMaterialClass *material)
static void Set_Shader(const ShaderClass &shader)
void Set_Texture(TextureClass *Texture, int stage=0)
reset/cleanup D3D states
void Set_Shader(ShaderClass shader)
VertexMaterialClass * Peek_Material(void) const
ShaderClass Peek_Shader(void) const
virtual void Install_Materials(void) const
MW: Had to make this virtual so app can perform direct/custom D3D setup.
static bool EnablePerPolygonCulling
TextureClass * Texture[MAX_TEX_STAGES]
bool EnableOnTranslucentMeshes
TextureClass * Peek_Texture(int stage=0) const
VertexMaterialClass * Get_Material(void) const
void Set_Material(VertexMaterialClass *mat)
VertexMaterialClass * Material
TextureClass * Get_Texture(int stage=0) const
#define REF_PTR_RELEASE(x)
#define REF_PTR_SET(dst, src)