1 #include "..\include\raMain.h" 9 m_TesselationsFactor = 10;
29 pTeFactor->SetFloat(m_TesselationsFactor);
35 D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST);
52 pTechnique->GetDesc(&techDesc);
54 for(UINT p = 0; p < techDesc.
Passes; ++p)
virtual raMaterial * GetMaterial(UINT n)
ID3D11DeviceContext * GetImmediateContext(void)
virtual void SetupEffectVariables(const raMatrix &pView, const raMatrix &pProj, const raLight *pLight)
VERTEXPOSITION * m_pVertices
interface ID3DX11EffectTechnique ID3DX11EffectTechnique
virtual void SetupVertices()
virtual void SetupEffectVariables(const raMatrix &pView, const raMatrix &pProj, const raLight *pLight)
ID3D11InputLayout * m_pVertexLayout
raTesselatinObject(raDirectX *dx)
interface ID3DX11Effect ID3DX11Effect
interface ID3DX11EffectScalarVariable ID3DX11EffectScalarVariable
virtual UINT GetStrideSize()
raMaterial ** m_pMaterials
ID3DX11Effect * GetEffect(void)
virtual bool RenderMesh(LPCSTR techniqueName="")
raSmartPointer< raDirectX > m_dx
ID3DX11EffectTechnique * GetEffectTechnique(LPCSTR techniqueName="")