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