// 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 D3D10_INPUT_ELEMENT_DESC* NiD3D10MeshMaterialBinding::GetInputElementDescArray() const { return m_pkElementDescArray; } //--------------------------------------------------------------------------- inline NiUInt32 NiD3D10MeshMaterialBinding::GetInputElementDescCount() const { return m_uiElementCount; } //--------------------------------------------------------------------------- inline ID3D10InputLayout* NiD3D10MeshMaterialBinding::GetInputLayout() const { return m_pkCurrentInputLayout; } //--------------------------------------------------------------------------- inline void NiD3D10MeshMaterialBinding::ReleaseCachedInputLayouts() { NiDelete m_pkInputLayouts; m_pkInputLayouts = NULL; } //--------------------------------------------------------------------------- inline void NiD3D10MeshMaterialBinding::ReleaseElementArray() { NiFree(m_pkElementDescArray); m_pkElementDescArray = NULL; m_uiElementCount = 0; } //--------------------------------------------------------------------------- inline const NiDataStreamRef* NiD3D10MeshMaterialBinding::GetIndexStreamRef() const { return m_pkIndexStreamRef; } //--------------------------------------------------------------------------- inline const NiUInt16* NiD3D10MeshMaterialBinding::GetStreamsToSetArray() const { return m_auiStreamsToSet; } //--------------------------------------------------------------------------- inline NiUInt16 NiD3D10MeshMaterialBinding::GetLastValidStream() const { return m_uiLastValidStream; }