9 virtual bool RenderMesh(LPCSTR techniqueName =
"");
10 virtual bool Update(
float fTime,
float fRunTime);
12 void push(
float x,
float y,
float depth);
13 void pushX(
float depth);
14 void pushZ(
float deth);
15 void _PREP(
float depth,
float x,
float y,
int addx,
int addy);
19 float* pDist){
return false; }
30 for(
int i = 0; i < 3; i++)
40 virtual D3D11_PRIMITIVE_TOPOLOGY
GetPrimitiveTopology(UINT n) {
return (D3D11_PRIMITIVE_TOPOLOGY) m_pSubsets[n].PrimitiveType; }
48 virtual void SetupVertices();
49 virtual void SetupIndices();
51 virtual void CreateVertexBuffer();
52 virtual void CreateIndexBuffer();
55 void CalculateNormals();
58 LPCSTR m_CubeTextureFile;
60 ID3D11Buffer* m_pVB[3];
73 float m_lastTimeStamp;
74 float m_lastAnimationTimeStamp;
75 float m_lastFrameTime;
77 static const int ANIMATIONS_PER_SECOND = 15;
virtual D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(UINT n)
virtual ID3D11Buffer * GetIndexBuffer()
virtual bool DestroyMesh()
virtual ID3D11Buffer * GetVertexBuffer()
virtual bool CreateVertexLayout()
virtual bool RenderMesh(LPCSTR techniqueName="")=0
virtual DXGI_FORMAT GetIndexBufferFormat()
virtual SDKMESH_SUBSET * GetSubset(UINT n)
virtual UINT GetNumMaterials()
virtual bool Update(float fTime, float fRunTime)
virtual UINT GetNumSubsets()
virtual bool CreateMesh()
virtual bool Intersects(const raVector3 *pRayPos, const raVector3 *pRayDir, float *pDist)
virtual raMaterial * GetMaterial(UINT n)