// 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 #ifndef NICUBEMAPDEPTHSTENCILBUFFER_H #define NICUBEMAPDEPTHSTENCILBUFFER_H #include "NiD3D10RendererLibType.h" #include class NID3D10RENDERER_ENTRY NiCubeMapDepthStencilBuffer : public NiDepthStencilBuffer { public: NiDeclareRTTI; public: virtual ~NiCubeMapDepthStencilBuffer(); static NiCubeMapDepthStencilBuffer* Create(unsigned int uiWidth, unsigned int uiHeight, NiRenderer* pkRenderer, const NiPixelFormat& kFormat, MultiSamplePreference eMSAAPref = MULTISAMPLE_NONE); protected: NiCubeMapDepthStencilBuffer(); virtual bool CreateRendererData(const NiPixelFormat& pkFormat, Ni2DBuffer::MultiSamplePreference eMSAAPref = Ni2DBuffer::MULTISAMPLE_NONE); }; NiSmartPointer(NiCubeMapDepthStencilBuffer); #endif // NICUBEMAPDEPTHSTENCILBUFFER_H