7 int nSlices = 8,
float r0 = 1.0f,
raMatrix *pTransform = NULL);
10 float r0 = 1.0f,
raMatrix *pTransform = NULL);
21 const raLight* pLight, LPCSTR techniqueName =
"");
25 float r(
int y) {
return m_r0 + y / (m_nHeightSegs - 1.0f) * (m_r1 - m_r0);}
virtual void SetupEffectVariables(const raMatrix &pView, const raMatrix &pProj, const raLight *pLight)
virtual bool Render(UINT drawOrder, const raMatrix &pView, const raMatrix &pProj, const raLight *pLight, LPCSTR techniqueName="")
virtual void SetupVertices()=0
virtual void SetupIndices()