11 virtual bool Create() {
return false; }
15 const raLight* pLight, LPCSTR techniqueName =
"") {
return true; }
17 virtual bool Update(
float fTime,
float fRunTime){
return true; }
20 void SetName(LPCSTR Name) { m_Name = Name; }
24 virtual void SetWorldMatrix(
const raMatrix& value);
25 virtual raMatrix* GetWorldMatrix(
void);
30 float* pDist) {
return false; };
bool operator==(const raRender &a, const raRender &b)
virtual bool Intersects(const raVector3 *pRayPos, const raVector3 *pRayDir, float *pDist)
virtual const float GetBoundingsphereRadius()
raSmartPointer< raDirectX > m_dx
virtual bool Render(UINT drawOrder, const raMatrix &pView, const raMatrix &pProj, const raLight *pLight, LPCSTR techniqueName="")
virtual void SetVisible(bool bVisible)
virtual bool Update(float fTime, float fRunTime)
void SetName(LPCSTR Name)
virtual void SetSelected(bool bSelected)