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hub / github.com/TorqueGameEngines/Torque3D / describeSelf

Method describeSelf

Engine/source/materials/processedMaterial.cpp:63–89  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

61}
62
63String RenderPassData::describeSelf() const
64{
65 String desc;
66
67 // Now write all the textures.
68 String texName;
69 for ( U32 i=0; i < Material::MAX_TEX_PER_PASS; i++ )
70 {
71 if ( mTexType[i] == Material::TexTarget )
72 texName = ( mTexSlot[i].texTarget ) ? mTexSlot[i].texTarget->getName() : String("null_texTarget");
73 else if ( mTexType[i] == Material::Cube && mCubeMap )
74 texName = mCubeMap->getPath();
75 else if ( mTexSlot[i].texObject )
76 texName = mTexSlot[i].texObject->getPath();
77 else
78 continue;
79
80 desc += String::ToString( "TexSlot %d: %d, %s\n", i, mTexType[i], texName.c_str() );
81 }
82
83 // Write out the first render state which is the
84 // basis for all the other states and shoud be
85 // enough to define the pass uniquely.
86 desc += mRenderStates[0]->getDesc().describeSelf();
87
88 return desc;
89}
90
91ProcessedMaterial::ProcessedMaterial()
92: mMaterial( NULL ),

Callers 1

initMethod · 0.45

Calls 5

getDescMethod · 0.80
StringClass · 0.50
getNameMethod · 0.45
getPathMethod · 0.45
c_strMethod · 0.45

Tested by

no test coverage detected