// 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 NID3DXEFFECTTECHNIQUEDESC_H #define NID3DXEFFECTTECHNIQUEDESC_H #include "NiD3DXEffectShaderLibType.h" #include #include class NID3DXEFFECTSHADER_ENTRY NiD3DXEffectTechniqueDesc : public NiMemObject { public: NiD3DXEffectTechniqueDesc(); const char* m_pcShaderName; const char* m_pcTechniqueName; const char* m_pcDesc; unsigned int m_uiImplementation; unsigned int m_uiPSVersion; unsigned int m_uiVSVersion; unsigned int m_uiUserVersion; unsigned int m_uiBonesPerPartition; NiShaderRequirementDesc::NBTFlags m_eNBTMethod; unsigned int m_uiNBTSourceUV; bool m_bUsesNiRenderState; bool m_bUsesNiLightState; bool m_bBlendIndicesAsD3DColor; bool m_bSoftwareVPRequired; bool m_bSoftwareVPAcceptible; NiSemanticAdapterTable m_kAdapterTable; }; #endif //NID3DXEFFECTTECHNIQUEDESC_H