// 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) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- // NSBImplementation inline functions //--------------------------------------------------------------------------- inline const char* NSBImplementation::GetName() { return m_pcName; } //--------------------------------------------------------------------------- inline const char* NSBImplementation::GetDesc() { return m_pcDesc; } //--------------------------------------------------------------------------- inline const char* NSBImplementation::GetClassName() { return m_pcClassName; } //--------------------------------------------------------------------------- inline const char* NSBImplementation::GetPackingDef() { return m_pcPackingDef; } //--------------------------------------------------------------------------- inline unsigned int NSBImplementation::GetIndex() { return m_uiIndex; } //--------------------------------------------------------------------------- inline void NSBImplementation::SetIndex(unsigned int uiIndex) { m_uiIndex = uiIndex; } //--------------------------------------------------------------------------- inline NSBUserDefinedDataSet* NSBImplementation::GetUserDefinedDataSet() { return m_spUserDefinedDataSet; } //--------------------------------------------------------------------------- inline void NSBImplementation::SetUserDefinedDataSet( NSBUserDefinedDataSet* pkUDDSet) { m_spUserDefinedDataSet = pkUDDSet; } //--------------------------------------------------------------------------- inline void NSBImplementation::SetSoftwareVP(bool bSoftwareVP) { m_bSoftwareVP = bSoftwareVP; } //--------------------------------------------------------------------------- inline bool NSBImplementation::GetSoftwareVP() const { return m_bSoftwareVP; } //--------------------------------------------------------------------------- inline bool NSBImplementation::ReleaseShader() { bool bRet = (m_spShader != NULL); m_spShader = NULL; return bRet; } //--------------------------------------------------------------------------- inline unsigned int NSBImplementation::GetVertexConstantMapCount() { return m_kVertexShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBImplementation::GetGeometryConstantMapCount() { return m_kGeometryShaderConstantMaps.GetSize(); } //--------------------------------------------------------------------------- inline unsigned int NSBImplementation::GetPixelConstantMapCount() { return m_kPixelShaderConstantMaps.GetSize(); } //---------------------------------------------------------------------------