www.pudn.com > notWow.rar > Render.h
#pragma once
class ModelRenderPass;
#include "Model.h"
class ModelRenderPass
{
//TextureID texture, texture2;
int tex;
bool m_bUseTex2,m_bUseEnvMap,m_bCull, m_bTrans, m_bUnlit,m_bNoZWrite;
float p;
int16 m_TexAnim;
int16 m_ColorIndex, m_OpacityIndex;
int16 m_BlendMode;
uint16 m_Order;
// texture wrapping
bool m_bSWrap, m_bTWrap;
// colours
D3DXVECTOR4 m_vOpacColor; // opacity color
D3DXVECTOR4 m_vEmisColor; // emissive color
public:
uint16 m_IndexStart, m_IndexCount;
uint16 m_VertexStart,m_VertexCount;
int m_GeosetIndex;
int m_GeosetID;
void Init(char *M2File,ModelView &View,ModelHeader &Header,int j);
bool SetState(M2Model *m);
/*
void deinit();
bool operator< (const ModelRenderPass &m) const
{
// This is the old sort order method which I'm pretty sure is wrong - need to try something else.
//return !trans;
if (orderm.order)
return false;
else
return blendmode == m.blendmode ? (p