void Set_Texture(TextureClass *Texture, int stage=0)
reset/cleanup D3D states
void Set_Shader(ShaderClass shader)
VertexMaterialClass * Peek_Material(void) const
static void Enable_Per_Polygon_Culling(bool onoff)
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
OBBoxClass * Get_Cull_Volume(void) const
TextureClass * Peek_Texture(int stage=0) const
VertexMaterialClass * Get_Material(void) const
void Set_Material(VertexMaterialClass *mat)
bool Is_Enabled_On_Translucent_Meshes(void)
virtual void UnInstall_Materials(void) const
void Set_Cull_Volume(OBBoxClass *volume)
void Enable_On_Translucent_Meshes(bool onoff)
VertexMaterialClass * Material
static bool Is_Per_Polygon_Culling_Enabled(void)
TextureClass * Get_Texture(int stage=0) const