| 61 | } |
| 62 | |
| 63 | String 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 | |
| 91 | ProcessedMaterial::ProcessedMaterial() |
| 92 | : mMaterial( NULL ), |