// 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 //--------------------------------------------------------------------------- // NiD3DVertexShader inline functions //--------------------------------------------------------------------------- inline NiD3DVertexShader::NiD3DVertexShader(NiD3DRenderer* pkRenderer) : NiD3DShaderProgram(pkRenderer, NiGPUProgram::PROGRAM_VERTEX), m_uiUsage(0), m_hShader(0), m_hDecl(0), m_bSoftwareVP(false) { } //--------------------------------------------------------------------------- inline unsigned int NiD3DVertexShader::GetUsage() const { return m_uiUsage; } //--------------------------------------------------------------------------- inline void NiD3DVertexShader::SetUsage(unsigned int uiUsage) { m_uiUsage = uiUsage; } //--------------------------------------------------------------------------- inline NiD3DVertexShaderHandle NiD3DVertexShader::GetShaderHandle() const { return m_hShader; } //--------------------------------------------------------------------------- inline void NiD3DVertexShader::SetShaderHandle( NiD3DVertexShaderHandle hShader) { m_hShader = hShader; } //--------------------------------------------------------------------------- inline NiD3DVertexDeclaration NiD3DVertexShader::GetVertexDeclaration() const { return m_hDecl; } //--------------------------------------------------------------------------- inline void NiD3DVertexShader::SetVertexDeclaration( NiD3DVertexDeclaration hDecl) { m_hDecl = hDecl; } //--------------------------------------------------------------------------- inline bool NiD3DVertexShader::GetSoftwareVertexProcessing() const { return m_bSoftwareVP; } //--------------------------------------------------------------------------- inline void NiD3DVertexShader::SetSoftwareVertexProcessing(bool bSoftwareVP) { m_bSoftwareVP = bSoftwareVP; } //---------------------------------------------------------------------------