Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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A sequence of Shader objects each of which represent a rendering pass. More...
#include <Effect.hpp>
Public Member Functions | |
ShaderPasses (Shader *pass1=NULL, Shader *pass2=NULL, Shader *pass3=NULL, Shader *pass4=NULL) | |
Constructor. |
A sequence of Shader objects each of which represent a rendering pass.
Each LOD (level of detail) in an Effect corresponts a ShaderPasses.
Definition at line 51 of file Effect.hpp.
vl::ShaderPasses::ShaderPasses | ( | Shader * | pass1 = NULL , |
Shader * | pass2 = NULL , |
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Shader * | pass3 = NULL , |
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Shader * | pass4 = NULL |
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) | [inline] |
Constructor.
pass1 | The Shader (if any) to be used for pass #1 |
pass2 | The Shader (if any) to be used for pass #2 |
pass3 | The Shader (if any) to be used for pass #3 |
pass4 | The Shader (if any) to be used for pass #4 |
Definition at line 62 of file Effect.hpp.
References vl::Collection< Shader >::push_back(), and VL_DEBUG_SET_OBJECT_NAME.