// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline const char* NSBD3D10Texture::GetName() { return m_pcName; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Texture::GetStage() { return m_uiStage; } //--------------------------------------------------------------------------- inline void NSBD3D10Texture::SetStage(unsigned int uiStage) { m_uiStage = uiStage; } //--------------------------------------------------------------------------- inline unsigned int NSBD3D10Texture::GetTextureFlags() { return m_uiTextureFlags; } //--------------------------------------------------------------------------- inline void NSBD3D10Texture::SetSource(unsigned int uiNDLMap) { // Clear the DECAL and SHADER modes m_uiTextureFlags &= ~NiD3D10Pass::GB_MAP_TYPEMASK; // Set the given map flag m_uiTextureFlags |= uiNDLMap; } //--------------------------------------------------------------------------- inline void NSBD3D10Texture::SetSourceDecal(unsigned int uiDecal) { // Clear the Map and Gamebryo sections m_uiTextureFlags &= ~NiD3D10Pass::GB_MAP_TYPEMASK; // Set decal mode and index. m_uiTextureFlags |= (NiD3D10Pass::GB_MAP_DECAL | uiDecal); } //--------------------------------------------------------------------------- inline void NSBD3D10Texture::SetSourceShader(unsigned int uiShaderMap) { // Clear the Map and Gamebryo sections m_uiTextureFlags &= ~NiD3D10Pass::GB_MAP_TYPEMASK; // Set shader mode and index m_uiTextureFlags |= (NiD3D10Pass::GB_MAP_SHADER | uiShaderMap); } //--------------------------------------------------------------------------- inline void NSBD3D10Texture::SetSourceObject( NiShaderAttributeDesc::ObjectType eObjectType, unsigned int uiObjectIndex) { m_usObjTextureFlags = (unsigned short)(((unsigned short) eObjectType) << NiD3D10Pass::OTF_TYPE_SHIFT) | ((unsigned short) uiObjectIndex); } //---------------------------------------------------------------------------