iMaterialWrapper Struct Reference
[Textures & Materials]
A material wrapper is an engine-level object that wraps around an actual material (iMaterialHandle).
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#include <iengine/material.h>
Inheritance diagram for iMaterialWrapper:

Public Member Functions | |
virtual iObject * | QueryObject ()=0 |
Get the iObject for this material. | |
virtual iMaterialWrapper * | Clone () const =0 |
Create a clone this material wrapper, using the same material handle. | |
virtual void | SetMaterialHandle (iMaterialHandle *mat)=0 |
Change the material handle. | |
virtual iMaterialHandle * | GetMaterialHandle ()=0 |
Get the material handle. | |
virtual void | SetMaterial (iMaterial *material)=0 |
Change the base material. | |
virtual iMaterial * | GetMaterial ()=0 |
Get the original material. | |
virtual void | Register (iTextureManager *txtmng)=0 |
Register the material with the texture manager. | |
virtual void | Visit ()=0 |
Visit this material. | |
virtual bool | IsVisitRequired () const =0 |
Return true if it is needed to call Visit(). |
Detailed Description
A material wrapper is an engine-level object that wraps around an actual material (iMaterialHandle).Every material in the engine is represented by a material wrapper, which keeps the pointer to the material handle, its name, and possibly the base material object that was registered to create the material handle.
Main creators of instances implementing this interface:
Main ways to get pointers to this interface:- iEngine::FindMaterial()
- iMaterialList::Get()
- iMaterialList::FindByName()
- iLoaderContext::FindMaterial()
- iLoaderContext::FindNamedMaterial()
- iMeshObject::GetMaterialWrapper()
- Various state interfaces for mesh objects.
- iEngine
- Mesh objects
Definition at line 68 of file material.h.
Member Function Documentation
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Create a clone this material wrapper, using the same material handle.
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Get the original material.
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Get the material handle.
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Return true if it is needed to call Visit().
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Get the iObject for this material.
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Register the material with the texture manager.
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Change the base material. Note: The changes will not be visible until you re-register the material. |
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Change the material handle. Note: This will also change the base material to 0. |
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Visit this material. This should be called by the engine right before using the material. It will call Visit() on all textures that are used. |
The documentation for this struct was generated from the following file:
- iengine/material.h
Generated for Crystal Space by doxygen 1.3.9.1