// 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 // Precompiled Header #include "NiMainPCH.h" #include "NiRenderListProcessor.h" #include "NiRenderer.h" #include "NiGeometry.h" NiImplementRootRTTI(NiRenderListProcessor); //--------------------------------------------------------------------------- void NiRenderListProcessor::PreRenderProcessList(const NiVisibleArray* pkInput, NiVisibleArray& kOutput, void* pvExtraData) { // If the input array pointer is null, do nothing. if (!pkInput) { return; } // Get renderer pointer. NiRenderer* pkRenderer = NiRenderer::GetRenderer(); NIASSERT(pkRenderer); // Render all input geometry objects immediately. const unsigned int uiInputCount = pkInput->GetCount(); for (unsigned int ui = 0; ui < uiInputCount; ui++) { NiGeometry& kGeometry = pkInput->GetAt(ui); kGeometry.RenderImmediate(pkRenderer); } // Don't add any geometry objects to output array. } //--------------------------------------------------------------------------- void NiRenderListProcessor::PostRenderProcessList( NiVisibleArray& kPreviousOutput, void* pvExtraData) { // Do nothing. } //---------------------------------------------------------------------------